February 2008 Archives
What does this mean to us as educators and instructional technology innovators? I feel that technology advances will only come if we are open to the possibilities of technology. In other words, we can't limit our views of technology. We can't be constrained by viewing technology as only a tool and look more into how it can be used as text, system, and ecology. If we follow these ideas, we will see potential and productive uses of technology and will be change-agents in our communities.
One such example is using facebook. I have previously only viewed facebook as a tool for education practices. However, how can facebook affect communication, our educational perspectives, or our education ecology outlook? This has interesting implications... and i'm not sure where it can go.
Upon reading Chapter 5 and Coda 1 of Etienne Wenger's "Communities of Practice," I am finally able to say the readings are making sense and I can answer a lot of the questions that I had previously about communities of practice.
Wenger introduces Constellations of Practice. These constellations are groupings of objects, in this case individual communities of practice. One of the questions I have had up to this point was: Wouldn't there be many communities of practice and each community of practice would have smaller communities of practice within it? The answer is that there are many communities of practice that make up not a bigger community of practice, but rather, a constellation of practice. These constellations of practice are not considered communities of practice because they overlook the "multiplicity and disconnectedness of the perspectives involved" (Wenger 1998).
A second question that I have had for a long time was: Can computers be considered members of a community of practice because they are able to interact with other members of a community (i.e. search engines)? The answer is that computers are NOT considered members of a community because computers lack an understanding of meaning. They cannot mutually engage with other members because they lack an understanding of meaning, they cannot understand the community's enterprise because of the same lack of meaning, and they cannot negotiate the repertoire also because of this lack of meaning.
The third question I have had throughout this entire process has also been cleared up. With the development of online COPs and member's splitting their identities, isn't there a lack of member engagement in their real lives? Yes, Wenger explains that the "scope of engagement is not so much expanding as it is a series of trade-offs between forms of complexity" (1998). So, as we enter into more and more online communities, our engagement with our original community (family) is not as complex as it once was. I am interested to see what the implications are in terms of social interaction in the next 50 years.
Bringing this back to Constellations and the Jack Johnson song I quoted at the beginning of this post, we are involved in many different communities of practice. All of these communities of practice can be combined to form our own individual constellation of practice. We ARE drawing our own constellations (of practice).
In the Web 2.0 world, members negotiate meaning with communities of practice through many technologies including but not limited to video sharing sites, podcasts, blogs, wikis, online learning communities, online social networks, online news feeds, multi-user domains (MUDs), and massively multi-player online role playing games (MMORPGs). All of these Web 2.0 technologies allow for communities of practice to organize their interconnections. They can be considered "boundary objects" that Wenger refers to.
The difference between these "boundary objects" and the ones we see in real life are that the Web 2.0 objects allow members to negotiate meaning in a system with a very different sense of identity, community, and design. Members can be whoever they want to be; they are no longer constrained by their physical appearance or demeanor. The community is no longer a community that exists in the neighborhood. You can negotiate meaning with users anywhere in the world. The design process is changing too. Our online COPs are dynamic and changing. In order to create online COPs, instructional designers must consider peripheral roles in the community. The number of peripheries in a community is no longer limited by location or time.
As Web 2.0 technologies become increasingly popular and take their new roles as "boundary objects," we are going to see the world change. Unless you live under a rock or in a bubble, your daily routine will soon change as these technologies take over. So in borrowing from the theme song from "Bad Boys," whatcha gonna do? whatcha gonna do when they (Web 2.0 technologies) come for you?
Rogers in "Diffusion of Innovations" provides an outline for diffusion and dissemination. A diffusion occurs when an innovation is communicated through channels and adopted over time into a social system. A dissemination is a diffusion that is directed and managed. When providing a diffusion of an innovation, one must think critically about how the innovation, communication channels, time, and social system will affect the adoption of the innovation. If an innovation is rejected, it usually can be traced back to a problem with one of these four categories. With the Dvorak Keyboard, the manufacturers, sales outlets, typing teachers, and typists contributed to the slow diffusion of the keyboard system. They are considered "laggards" because they refused to use the system. They made a decision to not sell keyboards with the Dvorak Keyboard. Because such a small percentage of the population made the decision for all of the consumers, it is considered an authority innovation decision.
As we discuss Web 2.0 technologies and how we can incorporate them into the classroom, the following questions come to my mind: Will the Dvorak Keyboard diffusion rejection happen again? Will there be a Web 2.0 technology that will take forever to adopt because K-12 school administrators refuse to adopt it?
In many innovation decisions, school administrators play similar roles to what the manufacturers and sales outlets did for the Dvorak Keyboard. In terms of the K-12 school community, the social system is defined by the decisions that a small percentage of the community makes. School administrators make authority innovation decisions all the time. Because of this fact, I believe that the answer to the above questions is yes. I can only make a guess as to which technologies will take a long time to adopt. Based on the fact that many internet sites are still not available in classrooms, I think any technology that is dependent on the web (social networks, multi-user domains, and massively multi-player online role playing games, etc.) will not make an impact on education for many many years. Your thoughts?
A community involves participation and reification. Participation refers to membership and interaction of the community. Reification refers to the instrument(s) that allow for negotiation and the bringing together of the community. Practice can become a source of community cohesiveness through "mutual engagement, a joint enterprise, and/or a shared repertoire" (Wenger 1998).
Wenger provides a framework that helps to define community, identity and design with disruptive technologies. In today's society, the community is often a virtual community. Wenger suggests that in our communities, we "develop, negotiate, and share" our theories and ideas. The beauty of virtual communities is that there are millions of them. If we cannot find a community in which to share all of our ideas, we can find others or create a new one. These communities become communities of practice when we can negotiate and converse with others in the community for a purpose. This purpose is usually defined as "mutual engagement, joint enterprise or a shared repertoire." The identity of the community is also usually defined by one of these three terms. For instance, a discussion board that has a shared repertoire of discussing the Superbowl Champion NY Giants is often defined by this shared repertoire.
By knowing what a community of practice is and why it exists, we can modify our design practices and define what design is necessary to create future communities of practice. Disruptive technologies such as computers, cell phones, social networks, or negotiation widgets are often the reification instruments in these virtual communities of practice.
Networked markets are changing the way business occurs in the 21st century. Customers can converse with each other and compare and contrast products in a way that was never possible before. Companies are hesitant to take down their strict firewall protections that would allow networked workers to engage in conversations with the networked market. The Cluetrain Manifesto by Christopher Locke, Rick Levine, Doc Searls, and David Weinberger introduces these new conversations in an elevator rap: “There’s a new conversation between and among your market and your workers. It’s making them smarter and it’s enabling them to discover their human voices.”
The Cluetrain Manifesto also provides 95 theses to be thought about and discussed. Five of these theses hit a chord with my outlook on Disruptive Technology as it relates to Community, Identity and Design. The five theses that I discuss in the following few paragraphs are #31, 45, 47, 48, and 85. They are first listed below and then I comment on them.
Finally, thesis 85 discusses the unavailability of conversations between the market and workers due to firewalls and other securities. With the addition of disruptive technologies to our educational and corporate organizations, security has never been a bigger issue. Firewalls and other securities help ensure that information does not come in (adult content in education) or go out (payroll information in corporations). However, the blanket securities often cover too much i.e. school children cannot perform Google searches on breast cancer because the word “breast” is not allowed. As securities come down and more access is given, conversations will increase the knowledge base of all. Think of the day that students would be able to converse with breast cancer researchers via webcam.
What I find so intriguing about The Matrix is that it is not very far off from Sherry Turle's discussion of virtual communities or multi-user domains (MUDs) in Life on the Screen: Identity in the Age of the Internet. Turle describes identity as the sameness between a person and his/her persona. In MUDs, a person can have more than one persona. According to the people that regularly engage in MUDs, Real Life (RL) is "just one more window." Users have so many different personas that they can move from one to another just by opening and closing windows on their computer screen.
In The Matrix, the lead character Neo yearns for the truth. He searches for the answers behind the matrix and eventually finds them. The answers cause Neo to have a virtual (internet) identity crisis. What he has thought as RL for so long is actually a MUD.
Why is this significant? That lies in the quote that I referenced earlier. One user refers to RL as "just one more window." However, should RL just be one more window? It is scary to think that many online users today are starting to go through similar internet identity crises just like Neo.
In Instructional-Design Theories and Models, Vol. 2, Katerine Bielaczyc and Allan Collins present an instructional framework for creating learning communities in the classroom. The framework requires community growth, emergent goals, articulation-of-goals, metacognitive activity, respect for others, fail safe measures, structural dependence, depth over breadth, diverse expertise, multiple ways to participate, sharing, negotiation and a good quality of products. Learning occurs when knowledgeable members teach and pass on information to other members. Every member can participate as both a teacher and/or learner at different stages of the learning process and all members are involved in the learning process. A screenshot of a possible Web Learning Community that uses this framework is provided. In this learning community, the learning occurs through instructional videos. In this example, PhotoshopExpertMike has uploaded a video that will teach others in the learning community how to slice a wireframe in Photoshop to create a Website Design.

Upon looking at Wenger's theories and Bielaczyc and Collins' framework , the following question must be answered: Do their theories align?
