Education 298

Social Machines: Online Learning Communities

Spring 2007 (3 Unit Seminar)

 

Roy Pea

 

Stanford University School of Education and

Stanford Center for Innovations in Learning

 

Office: Wallenberg Hall, Rm. 232

Email:  roypea@stanford.edu

 

TIME: Wednesdays 10:00-12:50 pm

PLACE: Wallenberg Hall (aka Bldg 160), Room 127

 

TA: Daniel Steinbock steinbock at stanford dot edu

 

SESSION 1: Wednesday, April 4th The Social Machine of Web 2.0 and its History

SESSION 2:  April 18th What do we mean by “community” and “online learning community”?

SESSION 3: Wednesday, April 25th Fundamental Tools of the Social, Read-Write Web for User-Created Content Apps

SESSION 4: Wednesday, May 2nd Mobile learning communities

SESSION 5: Wednesday, May 9th Social media communities: From photos to videos

SESSION 6: Wednesday, May 16th Immersive Worlds and Massively Multiplayer Games as Online Communities

SESSION 7: Wednesday, May 23rd Online communities for teacher learning and professional development

SESSION 8: Wednesday, May 30th Professional Online Communities: Collaboratories

 

 

OVERVIEW

 

The past two years has seen explosive growth of what many are calling ‘Web 2.0’ – a set of principles and practices that use the web as a platform for services that enable users to control their own data and media, and with a central focus on participation so that collective intelligence can be harnessed from distributed user communities. We include as Web 2.0 examples: Google’s search breakthrough using PageRank (web link structure) to improve search, Amazon’s user reviews, blogging and blog tagging (Technorati), vlogging (videoblogs), wikis (for online group information publishing), social bookmarking (del.icio.us), photo uploading and tagging (flickr), and video uploading and tagging (YouTube), music community sites (last.fm)—among many categories. Web 2.0 platforms are often marked by continuous improvements from ongoing participatory design input from their most avid users, and increasingly, by rich user experiences (e.g., Google Maps and affiliated mashups) and learning by recommendation and discovery.  If these examples are foreign to you, you’ll come to understand how they offer vital tools for creating new learning architectures. If these examples are commonplace to you, you’ll develop deeper theoretical and historical understanding of their significance for advancing the sciences and practices of learning.  As computers increasingly come to serve as social machines for such collective learning, what incentives and techniques are being used to productively harness user contributions and architectures of participation? What design principles might inform productive design of online learning communities? How is mobile access to networks of information and people enabling mobile learning communities?

 

This course will examine historical foundations, theoretical perspectives, underlying learning theories, case studies and key enabling technologies in order to provide a critically informed perspective for understanding, designing, and researching online learning communities using Web 2.0 approaches and tools.  We will consider online learning communities for diverse topical areas over the lifespan, and for communities as wide-ranging as teachers, K-12 learners, professional scientists, and many informal communities of interest in society. Class work will have a major focus on participation in online learning communities and in-class collaborative teams, affiliated journaling, and reflecting on learning via such participative experiences, online within and outside of class.

 

Demonstrations of online communities of learning will be combined in a lecture and seminar discussion format with hands-on activities involving participation in multiple learning environments.  We will take ample advantage of the collaborative computing and wall-sized computer displays of Wallenberg Hall’s Advanced Resource Classrooms (http://wallenberg.stanford.edu/), students’ computers, and wireless mobile Internet tablets.

 

Enrollment is limited this year to 21 students, who will form 7 teams of 3 for project work during the quarter.  These three-person project teams will be created with instructor guidance to make for a productive mix of backgrounds, interests, and prior experiences. Teams will work together for the quarter - being responsible for activities for one week’s readings (see below), and creating a team-developed final project.

 

In each session after the first two weeks, a student group will work together in collaboratively developing and contributing a brief summary presentation of the key ideas of the assigned readings, the questions that they raise, and a class activity involving the technologies involved in the week’s readings (to be developed in consultation with the TA and instructor).  I will moderate these discussions and provide additional background and interpretive context for each class.  An integrative team-written final paper that develops from a mid-quarter proposal is due on Wednesday, June 6th, when each group will have a 24-minute period to present and discuss their work to the class (including roughly 15 min for presenting and 9 minutes for a Q&A period). Assessment will be on the basis of in-class and out-of-class contributions to our learning community, oral presentations, a learning journal, and the written paper (see below).  Readings include books and selected articles and chapters.

 

 

Required Course Materials

 

ED298: Social Machines:  Online Learning Communities, Course Reader. Available for purchase at the first class session, or from CopySource, 2455 Old Middlefield Way, #D, Mountain View CA 94043. (Phone: 650-968-6351)

 

Richardson, W. (2006). Blogs, Wikis, Podcasts, and Other Powerful Web Tools for Classrooms (Paperback). Thousand Oaks, CA: Corwin Press. ($27.95 through Amazon: http://tinyurl.com/yptwqj ).

 

Rheingold, H. (2002).  Smart Mobs: The next social revolution (transforming cultures and communities in the age of instant access).  Cambridge, MA: Perseus Books.  ($10.88 from Amazon within 24 hours: http://tinyurl.com/yq9p25 )

 

Castronova, E. (2005).  Synthetic Worlds: The Business and Culture of Online Games. Chicago: University of Chicago Press.  ($12.24 from Amazon: http://tinyurl.com/254xj6).

 

 

Activities for the course

 

·                    Required attendance and engaged participation - we are looking for knowledge-building contributions to our local community of learners, not only in the classroom but also extending to participation in online forums. Taken as a whole, such participation will account for 20% of your final grade in the course. This is an individual assessment.

 

·                    Once during the quarter, as part of a three-person team, leading presentation of readings, seeding dialog with good questions, and planning and conducting a class activity concerning the online community/topic under analysis. The schedule for these presentations will be developed on April 3rd, kickoff after the second week of the quarter. This is a group assessment, and the combined effort represents 25% of your grade.

 

·                    End of quarter “learning journal” to be handed in on June 6th, 2007 for final class (into Coursework).  You will participate on a weekly basis in one active web-based community that exemplifies Web 2.0 principles and technologies, and reflect on your learning from such participation in terms of a template framework to be provided.  Your journal will count toward 25% of your final grade. This is an individual assessment. Your learning from this journaling may contribute to your group project.

 

·                    Final integrative paper and presentation on June 6th, 2007, with two milestones during the quarter for feedback purposes: a one page abstract due on May 9th and a substantive outline due on May 23rd.  Expect to provide your peers with useful feedback on their abstracts using online community tools. This is a group assessment, and the Final Paper and a Final Presentation about it on this day will account for 30% of your final grade.

 

The Final Paper should be an effective integration of the literature, your course learning, and your learning journal reflections to identify a specific learning community and users whose needs might be well served by an online learning community using Web 2.0 technologies. You will articulate their learning needs, how the community is addressing those needs today online (if at all), and propose design recommendations for improving the community (with constructive critique of current online approaches), on what grounds you argue your suggestions would work, and how you could evaluate the success of these changes. It is also possible to have your paper focus on developing a new online community, if one currently does not exist, with similar areas of treatment for your paper. The paper should be between 7000-8000 words in length, not counting bibliography (or roughly 15-17 pages depending on your choice of font and spacing). The oral presentation should be compact:  15 minutes for the presentation plus 9 additional minutes for discussion. The paper will need be uploaded into Coursework on June 6th, 2007 before midnight.

 

After the first two weeks, I will begin a prototypical class with a historical and interpretive orientation to the reading materials, followed by the student team presentation of a theory-oriented overview of the readings and a participatory demonstration of the community technology referenced in (or related to) the readings (approximately 90 minutes, with a short break included).  The last 45 minutes of the class are devoted to reflections and discussion that I will moderate.

 

Class challenge: There is only now a ‘stub’ (incomplete entry) for “Online learning community” in Wikipedia. I propose that we build one together as part of this course, based on what we come to define as the core features of online learning communities, their history, and their emerging properties.

 

SCHEDULE

Below is a listing of the topics and assigned readings for each class session, as indicated. Please complete all assigned readings before the class for which they are assigned, as active participation in discussions is expected. Unless otherwise noted, readings are included in your course reader; when available, the on-line address is listed.  

 

Background readings are always available on request for students interested in gaining a deeper understanding of the topics and for broadening class discussions for which you are responsible.  (NOTE: By popular student request from previous years, optional background readings will not be made available as part of a binder at cost.)

 

 

SESSION 1: Wednesday, April 4th

The Social Machine of Web 2.0 and its History

 

Agenda: Introductions and orientation.  From blogs to wikis to social bookmarking, photo and video sites, a rapid tour of Web 2.0, and the related growth of online communities tapping collective intelligence, or “the wisdom of the web.”   On the historical foundations of the concept of computer as communication and collaboration device.

 

View: “Web 2.0 ... The Machine is Us/ing Us” (http://youtube.com/watch?v=6gmP4nk0EOE)

 

 

 

Required Reading:

 

Rouse, W. (2005, July 5).  Social machines. Technology Review.  (12 pp) (http://tinyurl.com/29cehe)

 

Levy, S. & Stone, B. (2006, April 3). The new wisdom of the Web. From cover story: “Putting the ‘We’ in Web: From MySpace to Flickr and YouTube, User-Generated Sites are rocking the Internet.”  Newsweek, pp. 47-53.  (http://tinyurl.com/o5jrp)

 

O'Reilly, T. (2005, Sept 30). What Is Web 2.0?  Design Patterns and Business Models for the Next Generation of Software (11 pp: see http://tinyurl.com/743r5)

 

Engelbart, D. abstract of Doug’s fifty-year career in inventing and advancing the personal computer and still-emerging social computing revolution. (10 pp: see http://tinyurl.com/24fta )

 

Engelbart, D. (1963). A Conceptual Framework for the Augmentation of Man's Intellect. In Vistas in Information Handling, Howerton and Weeks (Eds.), Washington, DC: Spartan Books, 1963, pp. 1-29.  Republished in Irene Greif [Ed.], Computer Supported Cooperative Work: A Book of Readings (pp. 35-65). San Mateo, CA: Morgan Kaufmann Publishers, Inc., 1988.

 

These two Licklider papers below are available as a single report at: ftp://gatekeeper.research.compaq.com/pub/DEC/SRC/research-reports/SRC-061.pdf)

 

(1)  Licklider, J.C.R. (1960) "Man-Computer Symbiosis," reprinted from IRE Transactions on Human Factors in Electronics, volume HFE-1, pages 4-11, March 1960.

 

(2)  Licklider, J.C.R. & Taylor, R.W. (1968) "The Computer as a Communication Device," reprinted from Science and Technology, April 1968.

 

Optional  Background Reading (Highly recommended as a ‘classic’)

 

Engelbart (1962) "A Conceptual Framework for the Augmentation of Man's Intellect," longer report from Stanford Research Institute (140 pages: http://tinyurl.com/krego )

                           

 

SESSION 2:  April 18th

 

What do we mean by “community” and “online learning community”?

 

Agenda:  Framing our issues. Definitional issues on "community."  Designing online communities.  Communities of learners.

 

Required Readings (this sequence is useful):

 

Virtual Community (http://en.wikipedia.org/wiki/Virtual_community)

 

Shumar, W., & Renninger, A. (2002). On conceptualizing community. In Renninger, K. A.,  & Shumar, W. (2002). (Eds.), Building virtual communities: Learning and change in cyberspace (pp. 1-17).  New York: Cambridge University Press.

 

Brint, S. (2001, March). Gemeinscaft revisited: A critique and reconstruction of the community concept.  Sociological Theory, 19(1), 1-23.

 

Wellman, B., & Gulia, M. (1999). Net surfers don't ride alone: Virtual communities as communities. In P. Kollock & M. Smith (Eds.), Communities in cyberspace. London: Routledge.

 

Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge: Cambridge University Press. (Chapters 1 and 4; 22 pp total)

 

Rogoff, B. (1994). Developing understanding of the idea of communities of learners. Mind, Culture and Activity, 1, 209-229.  (20 pp)

 

Kim, A. J. (2000).  Community building on the Web: Secret strategies for successful online communities. Peachpit Press, 2000. Chapters 1 and 2 (book now out of print; pp. 1-73; available on our Coursework website)

 

 

SESSION 3: Wednesday, April 25th

Fundamental Tools of the Social, Read-Write Web for User-Created Content Apps

 

Agenda: The Read-Write Web.   The world of blogging (the most common read-write web platform), wikis (collaborative webspaces for authoring content), RSS feeds and aggregators (Really Simple Syndication, for content feeds), social bookmarking, and tagging “folksonomies” for letting web users categorize the meanings of text, photo, video, so that others can build on their knowledge. “Mashups” exemplified with Google Maps (for a directory, see: http://googlemapsmania.blogspot.com/) combined with other Web 2.0 technologies such as wikis (e.g., http://www.wikimapia.org/).  www.programmableweb.com documents the emerging world of mashups.

 

Required Readings

 

Gillmor, D. (2005). The Read-Write Web.  [11 pp excerpt from his free web book, We The Media; available online, included in reader, but for footnotes, see: http://www.authorama.com/book/we-the-media.html]

 

Richardson, W. (2006). Blogs, Wikis, Podcasts, and Other Powerful Web Tools for Classrooms Thousand Oaks, CA: Corwin Press.

 

Sifry, D. (2006, November).  State of the Blogosphere, October 2006. [See on the web, not included in the reader since graphics are far better on the screen than in print: http://tinyurl.com/u8ths]

 

Wikipedia (http://en.wikipedia.org/wiki/Wikipedia)

 

Google Maps (http://en.wikipedia.org/wiki/Googlemaps)

 

Mathes, A. (2004, December). Folksonomies: Cooperative classification and communication through shared metadata.  Graduate School of Library and Information Science, University of Illinois, Urbana Champaign.  [13 pp: see http://tinyurl.com/4vrc7 ]

 

Hammond, T., Hannay, T., Lund, B., & Scott, J. (2005, April).  Social bookmarking tools: A general review. D-Lib Magazine, 11(4).  [22 pp: see http://tinyurl.com/ox5tm ]

 

Anderson, C. (2004, October).  The long tail. Wired Magazine.  (6 pp: see http://tinyurl.com/d7f7k). For Anderson’s book in July 2006 on this topic, see: http://www.amazon.com/gp/product/1401302378)

 

Alexander, B. (2006, Mar/Apr).  Web 2.0: A new wave of innovation for teaching and learning?  Educause Review, 33-44.  (http://www.educause.edu/ir/library/pdf/ERM0621.pdf ]

 

(For the beginnings of a User-Created Content bookmark list, see:

http://del.icio.us/tag/hz07+user_content )

 

(For examples of Mashups, see Yahoo Pipes, an interactive feed aggregator and manipulator (http://pipes.yahoo.com/pipes/) and

 

 

SESSION 4: Wednesday, May 2nd

Mobile learning communities

 

Agenda:  We will examine rapidly emerging uses of wireless mobile devices for supporting community, collaboration and cooperation locally and globally.  Rheingold’s book (and regularly updated website: http://www.smartmobs.com/ on ‘smart mobs’ highlights how mobile groups are using smart, Internet-enabled cell phones and other technologies to coordinate their activities — thus potentially extending the concept of “online learning communities” to mobile learning communities.

 

Required Reading:

 

Rheingold, H. (2002).  Smart Mobs: The next social revolution (transforming cultures and communities in the age of instant access).  Cambridge, MA: Perseus Books. 

 

Pea, R. D., & Maldonado, H. (2006). WILD for learning: Interacting through new computing devices anytime, anywhere. In K. Sawyer (Ed.), The Cambridge Handbook of the Learning Sciences (pp. 427-441). New York: Cambridge University Press.

 

“The phone of the future,” The Economist, November 30, 2006.

 

(For the beginnings of a Mobile Learning and Education bookmark list, see:

http://del.icio.us/tag/hz07+mobile )

 

 

SESSION 5: Wednesday, May 9th

Social media communities: From photos to videos

 

Agenda:  Photo and video based communities, tagging and annotation. For example, digital video is a powerful expressive, educational and research medium – how are Web 2.0 platforms from YouTube to DIVER making it possible to more simply use videos for anchoring discussions and learning?  How might geo-tagging photos and other web media become useful for learning and education?

 

Required Readings

 

2007 Horizon Report (New Media Consortium and EDUCAUSE Learning Initiative).  (28 pp).  “Pulse-taking” from learning technology leaders about emerging trends: user-created content, social networking, mobile phones, virtual worlds, new media scholarship, massively multiplayer educational gaming).

 

Flickr.  Wikipedia (http://en.wikipedia.org/wiki/Flickr)

 

YouTube. Wikipedia (http://en.wikipedia.org/wiki/Youtube)

 

Vlog. Wikipedia  (http://en.wikipedia.org/wiki/Vlog)

 

Naaman, M. (2006, October). Eyes on the world: Contextual metadata can be used to manage large digital photo collections.  IEEE Computer, 108-111. (http://tinyurl.com/36sqbq)

 

Pea, R. D. (2006). Video-as-data and digital video manipulation techniques for transforming learning sciences research, education and other cultural practices. In J. Weiss, J. Nolan & P. Trifonas (Eds.), International Handbook of Virtual Learning Environments (pp. 1321-1393). Dordrecht: Kluwer Academic Publishing.

 

 

 

 

 

SESSION 6: Wednesday, May 16th

Immersive Worlds and Massively Multiplayer Games as Online Communities

 

NOTE: One page abstract for final paper is DUE posted in Coursework.

 

Agenda:   Examine how immersive worlds such as Second Life (http://en.wikipedia.org/wiki/Second_life) and massive multiplayer online role-playing games (MMORPG) serve as online learning communities.  You will sign up for an account in Second Life to visit spaces for learning and education (http://secondlife.com/businesseducation/education.php). For a comprehensive directory of uses of Second Life in Education, check: http://tinyurl.com/zbwlj.  Del.ic.ious also has extensive Second Life bookmarks relating to education and learning.

 

View: NMC Second Life Campus: Seriously Engaging

(http://youtube.com/watch?v=S9VZKTT6gZ8 )

 

Required Readings

 

Castronova, E. (2005).  Synthetic Worlds: The Business and Culture of Online Games. Chicago: University of Chicago Press.

 

Second Life (http://en.wikipedia.org/wiki/Second_Life)

 

Squire, K. (2006, November). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19-29. (http://tinyurl.com/2wck4u)

 

Yee, N. (2006). The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (pp. 187-207). London: Springer-Verlag. (http://tinyurl.com/33ms66)

 

 

SESSION 7: Wednesday, May 23rd

Online communities for teacher learning and professional development

 

NOTE:  In Coursework, constructive comments DUE on the one page abstracts for final papers of at least four student teams.

 

Agenda: Online communities and video resources are increasingly used for supporting teacher preparation and ongoing professional development, e.g., Teachscape.com (click ‘Take a tour’ at http://www.teachscape.com/html/ts/public/html/05_serv.htm).

 

Required Readings:

 

Lieberman, A. (1996). Creating intentional learning communities. Educational Leadership, 54(3), pp. 51-55. (5 pp)

 

Lu, J., & Rose, R. (2003). Seeing math through multimedia case studies.  @Concord, 7(1), pp 1-5. (5 pp). (For examples, see: http://seeingmath.concord.org/sm_elementary_video.html )

 

Schlager, M.S., & Fusco, J. (2003).  Teacher professional development, technology and communities of practice: Are we putting the cart before the horse? The Information Society, 19, 203-220.  (17 pp)

 

Barab, S., MaKinster, J., & Schecker, R. (2004). Designing System Dualities: Characterizing An Online Professional Development Community. In Barab, S. A., Kling, R., & Gray, J.  (Eds.). Designing for virtual communities in the service of learning. Cambridge, MA: Cambridge University Press, pp. 55-91 (36 pp).

 

 

SESSION 8: Wednesday, May 30th

Professional Online Communities: Collaboratories

 

NOTE: Substantive outline DUE for final paper in Coursework.

 

Agenda: Online professional communities of learning. The birth and growth of “collaboratories” as an important example (doing science over the Internet).  The power of “us” – collective science on demand (Innocentive and other examples around the world). Explore http://www.scienceofcollaboratories.org/ an alliance devoted to understanding the science of collaboratories.

 

Required Readings:

 

Bos, N., Zimmerman, A., Olson, J., Yew, J., Yerkie, J., Dahl, E., et al. (2007). From shared databases to communities of practice: A taxonomy of collaboratories. Journal of Computer-Mediated Communication, 12(2), http://jcmc.indiana.edu/vol12/issue2/bos.html

 

Farooq, U., Ganoe, C. H., Carroll, J.M., & Giles, C.L. (2007). Supporting distributed scientific collaboration: Implications for designing the CiteSeer collaboratory. 40th Annual Hawaii International Conference on System Sciences (HICSS'07), p. 26c.

( http://doi.ieeecomputersociety.org/10.1109/HICSS.2007.506)

 

Cothrel, J., & Williams, R. L. (1999). On-line communities: helping them form and grow.  J. Knowledge Management, 3(1), 54-60.

 

Hof, R. D. (2005, June 20).  The future of tech: The power of us.  BusinessWeek Magazine. (http://tinyurl.com/bspco)

 

Huston, L., & Sakkab, N. (2006, March). Connect and Develop: Inside Procter and Gamble's New Model for Innovation. Harvard Business Review. (http://tinyurl.com/yqh7d4)

 

 

 

SESSION 9: Wednesday, June 6th

Class designed session on an emerging topic of common interest during the quarter

 

(Numerous candidates and relevant readings are already in store, but I want to leave this open given the unusual opportunity in a fast-moving field for us to customize this week’s curriculum to a new topic.)

 

 

SESSION 10: Monday or Tuesday of Finals Week, TBD

 

NOTE:   Final Paper DUE and Final Learning Journals DUE at the beginning of the session, posted in Coursework.

 

Agenda:  FINAL PRESENTATIONS. The session will be devoted to presentations of your papers by each team, with approximately 15 minutes for each presenting team (expecting 7 teams of 3), and the following 9 minutes devoted to questions.

 

 

 

 

Have a Great Summer!