K-12 VIRTUAL LEARNING COMMUNITIES
A Literature Review of K-12 Virtual Learning Communities
Ann Cook
EdCmm 802
Dr. Richard Schwier
February 16, 2008
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Abstract
The purpose of this literature review was to provide a comprehensive examination of the literature pertaining to formal virtual learning communities (VLCs) at the K-12 level. Growth and interest in this area is rapidly developing. While there have been significant contributions to literature in the K-12 sector, research is limited. Of significant interest in this paper are theoretical underpinnings, instructional design elements, emerging communications technologies, changing roles for teachers and students, and implications for pedagogy and research. An overview of the field of K-12 virtual learning communities is provided in this review of the literature. (Keywords: K-12, virtual learning communities, web-based communication, multi-user virtual environments or MUVEs).
A Literature Review of K-12 Virtual Learning Communities
Virtual learning environments, often referred to as online learning or e-learning, have proliferated both at the K-12 and the adult levels. Formal virtual learning communities (VLCs) at the K-12 level however, are relatively new phenomena. Traditionally, literature regarding online learning has focused largely on technology and learner-computer interaction. These isolated computer-mediated environments where the need for community and human interaction remains unchanged and unchallenged stand in contrast with face-to-face environments where community has traditionally been created and fostered. The emergence of communities in virtual learning environments provides challenges and opportunities to develop interactive, collaborative communities. This field is growing and expanding rapidly, inviting innovation, enthusiasm and the attention of researchers and practitioners. Associated literature is expanding and the need for further research has been noted (Nippard & Murphy, 2007). While there have been significant contributions to research in this area, the sparseness of literature reveals a need for further investigation. For this review a comprehensive search of the literature was conducted although research on VLCs in higher education is more abundant than research at the k-12 level.
Research on the formative elements of VLC, both formal and informal is extensive, especially as it pertains to the adult population. Sadik (2003) and Downs and Moller (1999) note the need for research to address the younger generation of online learners and specifically the topic of socialization at the high school level. The paucity of literature at the K-12 level is largely attributable to the fact that the field is in the early stages of development and as such, concepts are not clearly defined. Research has suggested that educational and online communities are underdeveloped and in their infancy (Coffman, 2004; Downes, 1998; Gordin, Gomez, Pea, & Fishman, 1996).
The technological revolution in education, rooted in philosophy, theory and pedagogy, has radically affected traditional, alternative and distance education pedagogy. Of significant interest for this review are theoretical underpinnings, instructional design elements, emerging communications technologies, changing roles for teachers and students, and implications for pedagogy and research.
Definitions and Contexts
There is no clear definition for or understanding of VLC terminology. Even the term virtual schooling can have different meanings for different people (Barbour, 2008). Definitions of VLCs are as varied as those of traditional face-to-face learning communities. Unstable terminology leads to confusion and a lack of clarity, but can be expected in an emergent and formative area of practice (Pea, 2002; Barbour; 2008).
According to Pea (2002), meaning is derived from examining the three component parts separately: virtual, learning and community. The term virtual indicates that the medium for communication and community formation are computer and related web-based technologies. The term learning identifies the objective of activity in this context. Learning can be defined in many ways and is context dependent (Schwier, 2007). The term community refers to a group of participants who have something in common. At the heart of any community is a shared sense of purpose for being together which sets the tone for, and delineates parameters of the community (Schwier, 2007). Stuckey and Barab (2007) mentioned that community can be different to different people and that, as a concept, it is gaining popularity. Together the three concepts are associated with collaboration, interaction, shared goals, exploration, reflection, knowledge creation, knowledge sharing and common interests (Coffman, 2004).
VLCs, as an emerging trend in education take many shapes and forms. They differ
in purpose and scope using both asynchronous and synchronous communication
methods. They can be found in various contexts including traditional classrooms,
online courses and distance education programs. Perspectives on K-12 VLCs vary.
While Stuckey and Barab (2007) emphasized the importance of web-supported communities
(virtual communities in traditional classroom settings), Murphy (2005) noted
the cultural and practical advantages of broadband enabled virtual learning,
in distance education contexts. Broadband tools include video and audio conferencing.
Murphy also noted that in distance education contexts, new technologies enable
students in remote geographical communities to access high quality learning
environments and experiences (Murphy, 2005; Murphy & Coffin, 2003). Stuckey
and Barab (2007) and Murphy (2005) agreed that VLCs can provide access to mentors
and content area specialists.
Distance education is closely associated with VLCs in the literature, particularly
as learner-centred approaches have gained popularity in these environments.
Palloff and Pratt (1999) and Beldarrain (2006) indicated the central function
of VLCs in distance learning and the potential for improved distance education
with the development of new technologies. For example emerging social software
promotes constructivist learning by facilitating a high degree of communication,
collaboration and learner-learner interaction not typically afforded by traditional
synchronous and asynchronous tools, and interaction is fundamentally important
in distance education (Murphy & Coffin, 2003).
Multi-user Virtual Environments (MUVEs), as unique VLC contexts are characterized
by 3-D virtual environments that engage learners from around the globe and
simulate real world objects and interactions. They also provide synchronous
and asynchronous communication and collaboration opportunities. MUVEs promote
engagement through student autonomy and interactivity by allowing the students
to participate actively rather than observe passively. Potential benefits listed
by Blaisdell (2006) include: better attendance at school, increased ability
to concentrate, relevant learning and skill development. He also stated that
the primary objective for video games is entertainment while the primary goal
for MUVEs is learning. Quest Atlantis (QA) is a MUVE developed specifically
for students aged 9 to12 where educational quests and narrative story lines
are central to the environment. The developers promote a holistic approach
to VLC development in advocating and designing a comprehensive system that
can be integrated into existing classroom communities. Students communicate
with each other and teachers using communication tools such as chat and email
that are housed in the QA world and used in the context of the back story,
associated missions and quests. QA is implemented primarily in traditional
classroom environments. Technology in this case supports a larger vision for
K-12 VLCs that includes physical world learning communities (Stuckey & Barab,
2007).
Theoretical Foundations
Although technology itself is relatively new, some of the distinct features of VLCs have their roots in learning theory. The work of Dewey, Piaget, Vygotsky, Bruner and Gardner, among others, has influenced current theoretical approaches to technology-mediated learning and specifically VLCs.
Social constructivism, situated cognition and learner-centredeness surface as important theories within VLC literature. Together they provide theoretical homes for technology. Learning occurs collaboratively and interactively in a relevant context that focuses on learner needs. Brown and Adler (2008) claim that perceptions about education and how people learn are fundamentally changing from Cartesian “I
think therefore I am,’” to social “We participate,
therefore we are” (para 9). From this new perspective, community and learning are inseparable.
Learner-centredness can be fostered in community-centredness contexts to provide cooperative and collaborative learning environments (Uribe, Undated). Individually both are gaining popularity as philosophical perspectives. Murphy (undated) illustrated the benefits of learner-centred technology mediated learning while Stuckey and Barab (2007) focus on a community-focused approach to design. Emerging technologies may facilitate integration of different theories to improve learning experiences. (Beldarrain, 2006).
Instructional Design Elements
K-12 VLCs are emergent rather than prescriptive in nature
because they differ so vastly in purpose, content, context, learner age and
ability levels and in the real space contexts in which they reside (Stuckey & Barab 2007). These environments should be socially responsive, value-sensitive, and participatory by design and should account for characteristic tensions (Barab et al, 2007; Stuckey & Barab
2007). McCombs (2003), in her discussion of learner-centredness also identified
the emergent nature of teaching and learning in such a context.
Social presence is a core element of K-12 VLCs that can be equivocated with
visual and non-verbal indicators typically exhibited in face-to-face learning
communities. It is not synonymous with interaction which can simply be the
completion of a task and does not indicate socio-emotional attitudes (Nippard & Murphy, 2007). Garrison (1997) defined social presence as “the degree individuals project themselves through the medium” (p.6).
Effective VLCs encourage the emergence of social presence with the underlying
assumption that there is a connection between learning and relationship building.
Turvey (2006) corroborated this by stating that authentic learning, identity
building and socialization are inextricably connected. Nippard and Murphy (2007)
conducted a single case study to examine social presence, as exhibited by teachers
and students, in a virtual secondary classroom. Findings indicated that teachers
and students differed in their preference for communication tools when manifesting
social presence and student manifestations of social presence typically occurred
in digression from curricular topics. This finding has significant implications
for VLC design as providing opportunities for informal communication could
serve to promote and sustain manifestations of social presence.
Interactivity is an important element in successful K-12 VLCs. Four kinds
of interaction typify these learning environments: student-student, student-teacher,
student-content and student-tool (Moore as cited in Murphy & Coffin, 2003; Murphy & Coffin, 2003). Successful VLCs are interactive, engaging, and provide ample opportunities for communication and collaboration. VLCs should provide opportunities for peer interaction apart from large group interaction (Stuckey & Barab, 2007). The challenge is to foster and facilitate interaction among learners and not just between learners and technology (Barab, MaKinster, & Moore,
2001).
K-12 VLCs should be engaging for the learner, providing ample opportunities
for communication and collaboration. Murphy and Coffin (2003) made a distinction
between interaction and collaboration, stating that collaboration is “more than interaction” (p.
1). Murphy (2004) defined collaboration as sharing goals and production of
shared artefacts. She delineated how collaboration is achieved and manifested
by identifying a seven stage continuum from interaction to collaboration. An
associated element is the fostering of problem-solving skills. To promote collaboration
and problem solving skills, higher level processes should be explained, employed
and appropriate scaffolds put in place. Engagement also surfaces as an important
element in K-12 VLCs. Herrington, Oliver & Reeves (2003) stated that “learner engagement is paramount to learning success” (p.
9).
Successful K-12 VLCs have appropriate boundaries, allow and plan for digression,
are well facilitated, manage communication (particularly as complications arise),
and promote a level of commitment. They are inclusive, accessible, and flexible.
These virtual communities are also extensible in that they extend into the
real space communities in which they reside. As well, VLC designers plan for
technology, manage tools and harness technology to serve the community. (Murphy,
2005; Murphy & Coffin, 2003; Nippard & Murphy, 2007; Ravitz, 1997; Stuckey & Barab,
2007).
Pedagogical Implications
Clarke and Dede (2005) made predictions about the nature of future online learning:
Over the next decade, three complementary interfaces will influence people’s
learning styles and how people learn…The familiar “world- to- the- desktop” interface…“Alice-in-Wonderland” multi-user
virtual environments (MUVE) interfaces…[and]…Interfaces
for “ubiquitous computing” (p.2).
The design and implementation of these interfaces carries implications for
pedagogy. Mcloughlin (Undated) asserted that K-12 VLCs should be learner-centred
and promote increased levels of learner involvement and control. Research-validated
learner-centred psychological principles can provide a “framework and foundation for transformed practice at K-20 levels of our educational system” (McCombs,
2003, p.11). Consistent with participatory learning environments, learners
should have significant input into their learning environments. “As
technology becomes an integral part of our classrooms and schools, educators
can look to the students…to help make the shift to more student-centered
learning (Tapscott, D. 1999).
The need for social interaction and online connectivity is driving the development
of new approaches to teaching. These approaches need to take into consideration
increased mobility among learners.(Beldarrain, 2006). Childress and Braswell
(2006) suggested that as Massively Multiplayer Online Role Playing Games (MMORPGs)
improve they will inspire new teaching models that will focus on social problem
solving approaches. A new model for global collaboration and problem solving
that promotes a “Natural” versus a more traditional “Scripted” approach, where teachers work as connectors or facilitators in global learning communities” (Burell
2008).
Prensky (2001b) and Squire (2002) commented on the need to investigate the
educational potential of computer games due to enthusiasm and motivation on
the part of children. Barab et al. (2007) affirmed this view, “digital video games provide an important experiential space for supporting meaningful learning, and….it might behoove educators to understand and leverage this powerful medium” (p.26).
Changing Roles for Teachers and Students
Emerging learning theories combined with the emergence
of VLCs provide challenges to the traditional role of the teacher. Traditional
relationships between teachers and students are changing and will continue
to change as VLCs become focal points for learning and educational interaction.
Tapscott (1999) stated that “…a whole generation of teachers need to learn new tools, new approaches, and new skills.” (p.6).
Prensky (2001a) suggested that educators change their methodology and content
to address the needs of the new generation of students. Instructional approaches
are shifting from teacher-centric to learner-centric due largely to the introduction
of learner-centred principles Mcloughlin (Undated).
The literature reiterates the central and crucial role of the teacher in successful
VLCs (Murphy & Coffin, 2003; Nippard & Murphy, 2007; Turvey, 2006).
The primary role of the teacher in a VLC is to build, sustain and set the climate
for the community. Included in this community design role is promoting and
modeling engagement, collaboration and interactivity among learners, as well
as selecting and managing communication tools. As well, in traditional classrooms
the teacher integrates the VLC experience into the real space community.
MUVEs require that the teacher become more involved as a guide in the process of inquiry, in facilitating discussions and in creating collaborative learning groups. Research in this area indicates that teachers who prepare their students ahead of time better prepare their students for success and engagement (Lim, 2006). Teachers will likely find students increasingly combining leisure and school related virtual activities (Blaisdell, 2006). If this holds true, this trend will significantly impact traditional perceptions of teacher and student roles.
Communication Tools
The primary goal in web-based communication tools is
to maximize affordances and minimize constraints (Murphy & Coffin, 2003).
First generation web-based communication tools emphasized the individual
and their experience and interaction with content whereas second generation
tools, often referred to as Web 2.0 are combined in various ways to form
social network services which cater to the user and support social learning.
Associated tools are characterized by their ability to foster and facilitate
online social networks that are dynamic and interactive, providing unprecedented
opportunities for virtual collaboration and community building.
Web 2.0 offers a wide variety of social software tools that provide novel
communication environments. Virtual community building tools such as MUVEs,
Wikis, Ning, Twitter, as well as other open source technologies, both synchronous
and asynchronous hold promise for the development of effective VLCs (Beldarrain,
2006). Wikis are interactive, collaborative websites that allow users to edit
content. Twitter is a social networking service that employs instant messaging
features, allowing “live” and interactive communication anytime,
anywhere. Ning is a platform that allows users to create their own social networks
on any topic. Users can combine options such as blogs, photos and forums to
create and customize virtual learning communities.
Practical applications of Web 2.0 technologies in the K-12 community are numerous.
Davis (2008), a high school computer science teacher explains how she incorporates
communication tools into her classroom, creating a VLC within a traditional
learning environment. She uses wikis both to organize class creations such
as blogs, podcasts, wikis, vodcasts and videos and to distribute content such
as lesson summaries, peer reviews, collaborative efforts, introduction of concepts
and student project submissions. “Blogmeister” Kathy Cassidy (2008), maintains a daily blog with her Grade 1 class using tools and techniques that foster a virtual community which serves to enhance her traditional classroom community. She employs the use of tools such as vodcasts, sketchcasts, podcasts, and has her students partner virtually (and sometimes in real space) with university students as “blogging buddies”.
A high school in Craik, Sask. has embraced technology in the classroom, launching
a pilot project in which cell phones were used as vehicles for teaching and
learning. Students were involved in program development and phones were initially
used to submit audio and video responses. Use grew to include various organizational
applications such as agenda planning and according to the classroom teacher
results have been positive. Challenges include the fact that one third of the
students did not have cell phones (Mario, 2008). These are just a few examples
of how various communication technologies are being employed in K-12 settings
to include students in participatory approaches to VLCs.
Communication tools for VLCs are varied and may include broadband tools such
as video and audio conferencing. Communication and management tools may be
combined in a variety of ways. Tool selection will be influenced by the purpose
and type of VLC. Variables affecting selection of tools are accessibility,
expertise, and affordability. The primary consideration should be whether they
help learners to achieve their goals (Murphy & Coffin, 2003).
Downes (1998) argued that although the field is constantly and rapidly evolving, trends can be identified and future implications derived. While much of his speculation has indeed come to pass in the adult sector, the formal K-12 sector remains largely unchanged. Organizations are obliged to support teachers in becoming more adept and knowledgeable about emerging technologies. Professional development, particularly in the form of VLCs is suggested to help teachers manage the transition and their changing roles (Coffman, 2004). As the locus of control shifts, teachers need to be supported to take on their new roles, leading to improved practice and enhanced student learning.
While there have been significant studies, there is
also growing recognition of the need for further research at the K-12 level.
Opportunities for research in this area are numerous. Research at the adult
level can inform and provide a context for research at the K-12 level. Studies
such as the one Murphy (2004) conducted with adults regarding collaboration
in VLCs could be adapted and replicated within K-12 VLCs. Schwier’s
(2007) work on catalysts, emphases and elements with respect to adult VLCs
could inform and provide a context for studying characteristics of K-12 VLCs.
Additionally, action or design based research should be conducted within
K-12 learning environments to improve quality of learning.
Many issues surface in the area of K-12 VLC design. Computer mediated communication is different from face-to-face communication, and
there are indications that adult VLCs are and will be different from K-12 VLCs.
Studies show that certain cognitive functions may be altered through gaming
(Crawford, 2006). Nippard and Murphy (2007) indicated that social presence
impacts students’ perception of learning, might serve to increase student satisfaction in their experiences online, and may promote emotional satisfaction for students. Research regarding how social presence is manifested, effective use of communication tools and integration of curricular goals could serve to enhance student learning. The difference in tool preference between teachers and students is also worthy of further consideration (Nippard & Murphy,
2007). With the independence afforded by new technologies in the context of
K-12 VLCs, Turvey (2006) raised the question of assessing student responsibility.
These issues and insights precipitate careful consideration and investigation
into effective design of VLCs at the K-12 level.
An area that deserves further investigation is how non-formal K-12 VLCs impact
formal VLC communication and interaction. The tendency for students to manifest
social presence primarily when digressing from curricular topics using communication “conventions transferred from informal social contexts of instant messaging such as ICQ and MSN” (Nippard & Murphy, 2007, p.1) could mean that elements of non-formal K-12 VLCs can be harnessed to improve learning in formal VLCs. Research could also examine the impact of non-formal and formal K-12 VLCs in non-traditional school environments such as distance education. Levin & Arafeh (2002) pointed out the fact that “Many schools and teachers have not yet recognized - much less responded to - the new ways students communicate and access information over the Internet” (p.
iii). It would also be valuable for research to be conducted solely in the
context of informal K-12 VLCs, identify defining among others, characteristics
of social presence, voluntary membership, engagement, and collaboration.
The digital divide was evident in the Craik, Saskatchewan pilot project as not all students had equal access to pertinent technologies. Investigation into system support for disadvantaged students would be appropriate.
Research into the nature and effects of VLCs in alternative and home-school
learning environments could yield interesting results. How do these contexts
impact the nature of community that can develop? What are some opportunities for developing learning communities to support social learning? What
are the opportunities and challenges for crossing traditional school and home-school
boundaries?
Further research on integration of broadband into teaching and learning could focus on cross-cultural communication and interaction, related learner challenges and coping strategies. Murphy (2005) proposed questions for further research into broadband enabled learning (BEL): How will teachers and learners cope or manage broadband tools? How will this impact the process of teaching and learning? How will the lack of boundaries affect student behaviour and interaction and attitudes? What challenges will students face? What are the learning benefits from BEL? Can BEL impact innovation in practice?
Questions arise in QA surrounding the relationship between complexity, educational
nature of Quest design and levels of student engagement (Lim, 2006). Barab
et al (2005) identified a need for further investigation at to “how complex and ‘educational’ these academic Quests can be while still engaging students” (p.6).
Discussion
The area of K-12 VLCs is large in scope, ranging from formal to informal contexts. There is lack of cohesiveness in understanding in this field. Many additional questions arise that can act as fodder for further investigation. Research is limited but is rapidly expanding to include many issues that have arisen pertaining to theory, definition, characteristics, value and pedagogy. This review was limited by the availability of formal relevant literature and so informal and unpublished literature was used to paint a comprehensive picture. Expansion of descriptors may have allowed access to other literature that could lend further explanation to this paper.
Although there are defining features of K-12 VLCs, there is a lack of unity in understanding this phenomenon. Some suggest development of standards in this entire area in the form of online learning program frameworks while others suggest development of glossaries to promote common understanding and shared meaning.
K-12 virtual community development is characterized by various elements. Suggestions
are made in the literature regarding what elements constitute successful VLCs.
Referring to VLCs at the adult level, Schwier (2007) made some pedagogical
suggestions for “nurturing the conditions under which (successful characteristics) can be realized” (p.17).
The elements he defines could be adapted to findings at the K-12 level with
corresponding suggestions for pedagogy. Traditional roles are changing quickly
but practise is not reflecting this reality. This has important implications
for pedagogy.
It is important to recognize that not only is communication in a virtual context different from communication in a face-to-face context, adult communication differs from communication at the K-12 level. These distinctions will impact the valuing, formation and sustenance of K-12 VLCs. Research also indicates a need to include the examination of non-formal K-12 VLCs as they come to bear on formal K-12 VLCs.
Debates rage (Sharesky 2008) over how to effectively incorporate technology
into educational settings as attempts are made to use VLCs to positively effect
change in education. Optimism abounds in the literature about the exciting
opportunities and transformational possibilities for K-12 VLCs. Stuckey & Barab
(2007) alluded to the transforming power of web-supported communities. K-12
VLCs can be used for developing communication skills, sharing ideas and enhancing
the development of identity in a world permeated by communication technology.
It is evident that technology and learning theory are constantly evolving and
can compliment one another in ways that have the potential to inform, influence
and transform educational practice.
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