Showing posts with label affinity space; CMC. Show all posts
Showing posts with label affinity space; CMC. Show all posts

Wednesday, April 06, 2011

Knowledge Building

A major aspect of affinity spaces is the sharing of knowledge – but not in the traditional consumption model in which the learner is presented with a body of knowledge to commit to memory or master a set of skills. Scardamalia and Bereiter propose (2003) that knowledge building is “the production and continual improvements of ideas of value to a community, through means that increase the likelihood that what the community accomplishes will be greater than the sum of individual contributions and part of the broader cultural efforts” (p. 1370). To have environments that build knowledge, ideas need to be addresses as “objects of inquiry and improvement” (p. 1371) and be made available to the community to dissected, connected and discussed. Therefore a shared work space is needed along with an organized method of interactions with the ideas. It is through this interaction that the ideas themselves are improved, but also the participants are able to engage in the discussion as their own level and make individual connections to the ideas. Knowledge building is a form of constructivist learning, in which the learner constructs his or her own meaning of the ideas through connecting the new experiences to previous experiences. However, deep constructivism requires that “people are advancing the frontiers of knowledge in their community” (p. 1372). To do so, the learners must identify their own problems and goals, gather and report information, make conclusions and theories, and refine the ideas, which Scardamalia (2002) calls collective cognitive responsibility. In other words, all members of a group have an individual responsibility to contribute to the joint creation of knowledge, which is distributed across the group, not concentrated in a leader.

In a 2002 article, Scardamalia delineated the principles of knowledge building:
  • Real ideas and authentic problems
  • Improvable ideas
  • Idea diversity
  • Rise above (forming theories or principles)
  • Epistemic agency
  • Community knowledge, collective responsibility
  • Democratizing knowledge
  • Symmetric knowledge advancement
  • Pervasive knowledge building
  • Constructive uses of authoritative sources
  • Knowledge building discourse
  • Concurrent, embedded, and trans-formative assessment
Affinity spaces seem to be good places to see knowledge building in action. Since affinity spaces are created based on the shared interest in content, or ideas, the building of knowledge within this space is a primary goal, plus the goals or problems are defined by the people inhabiting the space. In addition, according to the characteristics of an affinity space, as defined by Gee, status and leadership is porous or constantly changing – novices and experts work side-by-side.

References
Scardamalia, M. (2002) Collective cognitive responsibility for the advancement of knowledge. In B. Smith (Ed.), Liberal education in a knowledge society (pp.67-98). Chicago: Open Court.
Scardamalia, M., & Bereiter, C. (2003). Knowledge Building. In Encyclopedia of Education, (2nd ed. pp. 1370-1373). New York: Macmillan Reference, USA.

Sunday, April 03, 2011

Affinity Space

Gee builds on Lave and Wenger’s (1991) concept of communities of practice, but focuses more on the space, rather than membership. He proposes that the assumption of community is a false one, as people can participate in the same community, yet not feel a sense of belonging or membership. Gee defines affinity spaces as a “place, or set of places where people can affiliate with others, based primarily on shared activities, interests, and goals” (2004, p.73). With online communication becoming more prevalent, Gee believes that this re-conceptualization of communities of practice is needed because “if we start by talking about spaces rather than “communities” we can then go on and ask to what extent the people interacting within a space, or some subgroup of them, do or do not actually form community” (2004, p. 78). Using the term “community” indicates closer social ties, that of belongingness and membership with similar goals, which aren't always present in online communication. It may be easier to delineate the boundaries of the space and then look at how different sorts of people use that space - what they do there and what they get from that space.


To define the space, especially online where there are no physical or geographical boundaries, Gee (2004) suggests content and interaction as a way of defining the space. The things that give the space content and meaning, he titles the generator. The entry into the space he titles the portal which isn't another person, but rather a tool (textbook), activity (small group discussion), or generation of content (posting a lesson plan). For an affinity space, people choose to enter the space because of an interest in the content, not the people occupying the space, which is a significant shift from Lave and Wenger’s (1991) community of practice where the apprenticeship model and relationships are key. In an affinity space, there is little designation of apprentice or master. Gee’s (2004) defining characteristics of an affinity space include:
  1. A common endeavor (interests, goals or practices)
  2. People with varying levels of experience and skill share the same space
  3. Ways of entering the space can also generate content
  4. Content is organized and transformed by the users
  5. Intensive and extensive knowledge is encouraged
  6. Individual and distributed knowledge is encouraged
  7. Dispersed knowledge (not in the space) is highlighted
  8. Tacit knowledge is modeled and articulated
  9. Many forms and routes to participation
  10. Many routes to status
  11. Leadership is porous and leaders are resources
Much of Gee's work, and others, focus on affinity spaces online and mostly through massive multi-player online role playing games or fan-fiction sites (Gee, 2003; Squire & Steinkuehler, 2005; Squire, Giovanetto, Devane, & Durga, 2005; Black, 2007 ). However, the characteristics Gee describes are evident in many other online spaces, such as a collaborative wiki or Ning.

References
Black, R.W. (2007). Fanfiction writing and the construction of space. E-Learning, 4(4), 384–397. Retrieved from dx.doi.org/10.2304/elea.2007.4.4.384
Gee, J.P. (2003) What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. New York: Routledge.
Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. New York: Cambridge University Press.
Squire, K., Giovanetto, L., Devane, B., & Durga, S. (2005). From users to designers: building a self-organizing game-based learning environment. TechTrends: Linking Research & Practice to Improve Learning, 49(5), 34-74.
Squire, K., & Steinkuehler, C. (2005). Meet the gamers. Library Journal 130(7), 38–42