Many Destinations, Many Pathways: A Quantitative Analysis of Legitimate Peripheral Participation in Scratch
arXiv:2211.04046 · doi:10.1145/3555106
Abstract
Although informal online learning communities have proliferated over the last two decades, a fundamental question remains: What are the users of these communities expected to learn? Guided by the work of Etienne Wenger on communities of practice, we identify three distinct types of learning goals common to online informal learning communities: the development of domain skills, the development of identity as a community member, and the development of community-specific values and practices. Given these goals, what is the best way to support learning? Drawing from previous research in social computing, we ask how different types of legitimate peripheral participation by newcomers-contribution to core tasks, engagement with practice proxies, social bonding, and feedback exchange-may be associated with these three learning goals. Using data from the Scratch online community, we conduct a quantitative analysis to explore these questions. Our study contributes both theoretical insights and empirical evidence on how different types of learning occur in informal online environments.
References in corpus (8)
- Remixing as a Pathway to Computational Thinking
- Thousands of Positive Reviews: Distributed Mentoring in Online Fan Communities
- More Than Peer Production: Fanfiction Communities as Sites of Distributed Mentoring
- ScratchR: Sharing User-generated Programmable Media
- The Cost of Collaboration for Code and Art: Evidence from a Remixing Community
- How Interest-Driven Content Creation Shapes Opportunities for Informal Learning in Scratch: A Case Study on Novices' Use of Data Structures
- A longitudinal dataset of five years of public activity in the Scratch online community
- From Hanging Out to Figuring It Out: Socializing Online as a Pathway to Computational Thinking