Many Destinations, Many Pathways: A Quantitative Analysis of Legitimate Peripheral Participation in Scratch

November 08, 2022 Β· Declared Dead Β· πŸ› Proc. ACM Hum. Comput. Interact.

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Authors Ruijia Cheng, Benjamin Mako Hill arXiv ID 2211.04046 Category cs.HC: Human-Computer Interaction Citations 9 Venue Proc. ACM Hum. Comput. Interact. Last Checked 4 months ago
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.
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