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TRANSCRIPT
Participatory Culture 1
Running Head: PARTICIPATORY CULTURE
Participatory Culture, Web 2.0, and Communities of Practice:
A Design-Based Research Investigation
Anthony Cocciolo
Teachers College, Columbia University
Participatory Culture 2
ABSTRACT
The purpose of this thesis is to explore the relationship amongst participatory
culture (Jenkins, 2006), Web 2.0 technologies, and communities of practice.
Specifically, this study will address the following questions: what are the effects of
introducing a Web 2.0 technology into a pre-existing learning environment, and how can
such technologies aid (or inhibit) the emergence of a participatory culture? To address
these questions, a design-based research project was undertaken where a Web 2.0
technology was iteratively designed and developed, rolled-out to a graduate school
community of 5,000 members, and its impact studied over a one-year period. The study
uses a variety of methods to triangulate the impact of this Web 2.0 technology. In
particular, the study employs a longitudinal social network analysis, a latent semantic
analysis, a cross-comparison analysis, and an ethnographic analysis. Results indicate the
Web 2.0 environment provides a forum for community members to play-out the tension
between reaffirming pre-existing socio-cultural norms and a desire to break free from
such structures. Specifically, the analysis reveals that the Web 2.0 technology allows for
new forms of participation that were not possible with earlier ICTs as well as
opportunities for radical interaction networks to form. However, the study also indicates
how the initial radicalism the Web 2.0 technology allowed for is tempered over-time to
better conform to pre-existing socio-cultural norms. In sum, participatory culture is made
possible by the innovations in ICTs; however, sustaining the culture must be the
undertaking of the community. Implications are made for organizations that may be
interested in deploying Web 2.0 technologies to accomplish a variety of goals.
Participatory Culture 3
Table of Contents
Introduction..........................................................................................................................4
Rationale..............................................................................................................................8
Theoretical Perspective......................................................................................................10
Literature Review..............................................................................................................14
Methods.............................................................................................................................21
Designing the Intervention.............................................................................................23
Quantitative Methods.....................................................................................................29
Social Network Analysis............................................................................................30
Latent Semantic Analysis...........................................................................................32
Data Comparison between Systems...........................................................................35
Qualitative Method........................................................................................................35
Results................................................................................................................................36
Quantitative Results.......................................................................................................36
Qualitative Results.........................................................................................................47
Discussion..........................................................................................................................50
Implications.......................................................................................................................57
References..........................................................................................................................61
Participatory Culture 4
Introduction
The introduction of the Internet in the late twentieth-century, and its rapid growth
and development in the early twenty-first century, raises a series of cultural and social
questions that need further exploration and elicitation. Of these, one of the most
interesting is raised by the media scholar Henry Jenkins, who sees an emerging, large-
scale transformation in how people interact with media. His viewpoint is best contrasted
against what could be considered an earlier media arrangement. Under this earlier
arrangement, media users were typically considered consumers, who read, watched, or
listened to media produced by large corporate entities or organization via television,
radio, film, or print. These large organizations were sometimes deemed to have
excessive control in shaping public discussions because of their extensive reach, power,
and resources. At worst, it has been argued that media eliminates public discourse and
rather replace it with entertainment, which is only one among dozens of criticisms made
by scholars and commentators (Postman, 1986). Given this backdrop, Jenkins sees the
affordances offered by the Internet as opening up a new media era with implications for
society, culture, and education. Under this scenario, media users move away from simply
being consumers but also become more active producers. He describes this move away
from a consumer culture to one he calls a participatory culture. In a report for the
MacArthur Foundation, Jenkins describes a participatory culture as:
… a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one’s creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. A participatory culture is also one in which members believe their contributions matter, and feel some degree
Participatory Culture 5
of social connection with one another (at the least they care what other people think about what they have created. (p. 3)
This revised culture will promote skills, such as distributed cognition, collective
intelligence, multitasking, simulation, networking, performance, and play, in ways that
earlier media cultures couldn’t. Jenkins notes that the emergence of a participatory
culture is made possible by innovations in information and communication technologies
(ICTs), in particular by what is often called Web 2.0, which is a type of web technology
that is actively shaped and influenced by the interactions and contributions of its users.
Jenkins says Web 2.0 refers to:
how the value of these new networks depends not on the hardware or the content, but on how they tap the participation of large-scale social communities, who become invested in collecting and annotating data for other users. Some of these platforms require the active participation of consumers, relying on a social ethos based on knowledge-sharing. Others depend on automated analysis of collective behavior. In both cases, though, the value of the information depends on one’s understanding of how it is generated and one’s analysis of the social and psychological factors that shape collective behavior. (p. 50)
The most salient example of this type of web technology is Wikipedia, which relies on
user contributions to create its corpus of encyclopedia articles. The emergence of a
participatory culture, made possible in part through Web 2.0 technologies, has immense
implications for those concerned with education and learning for both youth and adults.
Jenkins finds that:
In such a world, students can no longer rely on expert gatekeepers to tell them what is worth knowing. Instead, they must become more reflective of how individuals know what they know and how they assess the motives and knowledge of different communities. Students must be able to identify which group is most aware of relevant resources and choose a search system matched to the appropriate criteria: people with similar tastes;
Participatory Culture 6
similar viewpoints; divergent viewpoints; similar goals; general popularity; trusted, unbiased, third-party assessment, and so forth. (p. 50)
Given this potential, the purpose of this study is to better understand the
relationship between the emerging participatory culture and innovations in ICTs.
In order to study the relationship between web use and the formation of
participatory culture, a specific technology was iteratively designed and developed and
deployed within a particular community to see how the technology mediates users
involvement and participation in that community. For the purposes of this study, the
Web 2.0 environment was created by the EdLab at Teachers College, Columbia
University, called PocketKnowlege (PK), and was deployed to Teachers College
community. PocketKnolwedge is much like Wikipedia in that it started as an empty
container, or simply a Web 2.0 technology waiting to be written to. This empty container
required that community members contribute to it. Like Wikipedia, PocketKnowledge
also has a number of people who act as super users by organizing, adding, and cleaning-
up content. In the case of PK, they are called librarians. However, where Wikipedia
aims to be a comprehensive encyclopedia of the world’s knowledge, the purpose of
PocketKnowledge is to store the creative, cultural, and intellectual products of the
students, faculty, and staff of the Teachers College, Columbia University community.
The Teachers College community is a graduate and professional school of education
located in New York City and is composed of roughly 5,000 faculty, students, and staff,
who teach and study in variety of fields, most notably education and spanning into
psychology and health. The research question is hence: what are the effects of
introducing a Web 2.0 technology into a pre-existing learning environment? Further,
Participatory Culture 7
how can such technologies aid (or inhibit) what Jenkins refers to as a participatory
culture? What conclusions can be made not only for higher education, but for other
organizational contexts who may be introducing Web 2.0 technologies to accomplish a
variety of goals? And finally, what are the implications for the culture at-large (both
national and extra-national contexts): how are people being shaped by such technologies
and how are such technologies being shaped by its users.
The study of the rise of what Jenkins describes as a participatory culture, and the
ways in which this is made possible by the innovations in digital communications
technology, would on first glance need to be studied at a larger level than what could be
provided by a single academic learning community and a single Web 2.0 learning
environment. For example, the Web 2.0 tools available to people today are numerable,
such as Flickr for sharing photos, Facebook and MySpace for interacting with friends
(among many others), and the communities that use them range from youth to adults
across the world. However, since this is such a wide and diverse group, and the tools
equally as wide and diverse, trying to investigate all of this activity in any systematic way
would appear difficult at best. Rather, choosing a relatively small community and a
relatively modest tool is appropriate because it focuses attention on the mediation
between user, tool, and community. It allows for particular design decisions in the tool
be analyzed, as well as opportunities for capturing the online and face-to-face utterances
of people living in the community as well as communicative exchanges made within the
tool. The hope is thus by focusing on a small community and a single tool, there will be
conclusions that can be drawn between the emergence of a participatory culture and how
Participatory Culture 8
such cultural change is afforded by Web 2.0 technologies. Of course, it could be argued
that several problems persist with this prospect. One of which might be that the Teachers
College, Columbia University community is not representative of the culture at-large but
rather most representative of a graduate school or university community. It could also be
argued that university communities are inherently and always have been participatory
cultures, and any such similar activity is simply a byproduct of the pre-existing culture
rather than any affordances offered through an ICT. Despite these problems, I will argue
that this research should have relevance for understanding the formation of participatory
culture more broadly then simply a university community. Although universities do have
a history of being more participatory than some institutions, and the users may be more
formally educated in comparison to the average U.S. population, the hope is that this
study will shed light on how the new affordances offered through Web 2.0 technologies
make this new cultural emergence possible. However, for those more conservative in
their views with respect to sample and representativeness, it is acceptable to limit your
reading of this document to the effects of introducing Web 2.0 into a graduate-level
learning community and judge for yourself the relevance to the culture at-large.
Rationale
The need to study the effects of Web 2.0 technologies (also referred to as social
software here) are needed for a variety of reasons. The first reason is that if a cultural
shift is indeed in progress, as Jenkins suggest, understanding how and why such as shift
is occurring is essential. Secondly, since the use of social software by young people is
quickly growing, understanding its impact potential is necessary. To illustrate the growth
Participatory Culture 9
of social software use by young people, a 2007 study by the Pew Internet and American
Life project found that 39% of teens (young people ages 12-17) have increased the
sharing of their own artistic creations online, such as artwork, photos, stories, or videos,
from 33% in 2004 (Lenhart et al, 2007). Similarly, 28% have their own blog or online
journal (up from 19% in 2004), and 26% remix content they find online to form their own
creations (up from 19% in 2004). In addition to addressing the participatory cultural
question and the growing use of social software by young people, research is also needed
to address the widespread speculation as to what impact the introductions of such
technologies could have in education and business sectors. For example, a 2006 article in
EDUCAUSE quarterly (a publication dedicated to information technology in higher
education) declared “still new on campus, social software tools [a synonym for Web 2.0
technologies] can support students and staff beyond the classroom, reaching around the
world for learning and communication”. The stated potential of Web 2.0 technologies
extend beyond higher education and into K-12 education where there is a focus on
integrating such tools into teacher training and professional development. For example,
the Center for Urban School Improvement uses social software to promote global
awareness in teacher training programs.
In addition to educational domains, there is a perception that social software has
the potential to rectify issues involving the distribution of knowledge and the
orchestration of work activity. This perspective is most saliently expressed in the
business literature. For example, a June 2007 Gartner research report finds that the
Participatory Culture 10
“expansion of Web 2.0 technology [or social software] use within the enterprise is
inevitable and unavoidable”, because:
Web 2.0 can deliver value to the enterprise in many different areas. Social software can deliver better business agility by enabling people to find expertise and information faster than they do now. The community and collaborative aspects of social software can also enable organizations to react more quickly to emerging situations by quickly assembling the expertise required to respond and then more effectively to disseminate that response for general action. (Bradley, 2007)
The potential of social software for business is expressed elsewhere and in different
ways. For example, a number of books have been recently published that discuss the
business potential of social software, such as Wikinomics: How Mass Collaboration
Changes Everything and The Wealth of Networks: How Social Production Transforms
Markets and Freedom, among many others (Tapscott & Williams, 2007; Benkler, 2006).
From published books to research reports, each takes a slightly different perspective;
however, all reiterate the potential for social software to transform industrial-era
businesses to more innovative, productive, and profitable organizations. However,
despite the widespread enthusiasm, little empirical research has been conducted which
investigates the structural effects of introducing such social media into pre-existing
organizations.
Theoretical Perspective
In addition to the stated value of social software, a further reason to explore the
relationship between social software and participatory culture is to form a greater
understanding of the relationship between technology, learning, and social groups. In
particular, this investigation will use the situated learning perspective as a theoretical
Participatory Culture 11
foundation. This viewpoint can trace its roots back to Vygotsky (1978), who focused on
individuals interacting within a society and culture as the largest factor in individual
development. This perspective is further developed by Jean Lave (1988), who articulated
the notion that cognition is situated: “cognition’ is constituted in dialectical relations
among people acting, the contexts of their activity, and the activity itself” (p. 148). Lave
later worked with Wegner to develop the notion of legitimate peripheral participation,
which describes a process of how a newcomer becomes a member a community by
gradually taking on the role of the expert (Lave & Wegner, 1991). Brown, Collins and
Duguid (1991) built on Lave and Wegner’s work to argue for greater attention to
collaborative learning, cognitive apprenticeship, group dynamics and providing
opportunities for novices. This investigation will attempt to explore how the web
environment provided opportunities for novices to become involved in communities of
practice and legitimate peripheral participation, and how the environment mediated social
relationships.
Given the socially situated theoretical perspective, information and
communication technologies (ICTs) play an incredibly important role. For the purposes
of the discussion, the role technology plays will be discussed in terms of a socio-cultural
perspective and a psychological perspective. Although these dichotomies are somewhat
artificial, they are useful in highlighting the micro- and marco-level forces at work. The
socio-cultural perspective captures the notion that information and communications
technology (ICTs) will be a factor in shaping who and what humans become. This
process will be uneven across individuals and groups, depending on the extent of
Participatory Culture 12
interaction with ICTs; however, as a whole, it will influence how people think of
themselves, their role in the world, and impact how their brains process information.
This strand of thought is highlighted by Chris Dede (2005), who describes how
neomillennials (or students who started college after the turn of the millennium) will
learn differently and have different expectation than earlier learners because of their
heavy use of ICTs during child development. Additionally, this perspective captures how
people will perceive the world differently because of the extent to which knowledge,
information, and culture is available at their disposal to a much greater extent than ever
before. Technology deeply impacting the way people view themselves and the world
around them is not unique to digital technology or the advent of the Internet but rather
has pervasively played this role throughout history. A single example of the phenomenon
is the impact of telegraph on humanity, which Jim Carey (1989) describes as bringing
about “changes in the nature of language, of ordinary knowledge, [and] of the very
structures of awareness” (p. 202). Other technologies can be located that have played a
profound role in shaping culture and the social order, such as parchment and the
Gutenberg press (Deibert, 1997). This macro-level force is the byproduct and in constant
dialectical exchange with micro-level forces, which includes individual psyches
interacting with technologies throughout their daily lives. The most important aspect
from this psychological or micro-level perspective is the notion of perceived affordances,
made salient by Don Norman (1988). The basic idea of perceived affordances is that an
object (be it a simple object in the real world to a complex virtual world) exhibits certain
function and features that people believe can accomplish some task. The use of the word
Participatory Culture 13
“perceived” highlights the notion that functions that are not perceived by humans are not
important. Of course, the ability to perceive what an object can do is not strictly a
psychological process but rather buttressed by education and interactions with the socio-
technical world. The natural corollary to this perspective is that things that are easy to do
will tend to be done, while those things that are difficult to do will happen less frequently.
For example, the affordances of social networking sites such as the Facebook, which
allow individuals to signal and keep tabs on their friends (among many other features),
make widespread communication happen in ways that were not easily afforded by earlier
communication forms. This does not mean that simply because things can be easy done
that they will; however, it highlights how once symbolic actions become possible (or
afforded by some technology), then the potential for that action to occur increases. This
notion has immense implications for society and culture because it indicates that new
technological affordances can eventually lead to widespread social and cultural change.
This can be seen at a micro-level, where low-cost communication allow for someone
living in the diaspora to stay connected to his or her home and culture in a way that was
prohibitively expensive or impossible before. It can also been seen at a macro-level,
where such changes in communications can impact markets, economies and the division
of labor (Benkler, 2006).
Given this theoretical perspective, which presumes a dialectical relationship
amongst technology, individual development, and cultural change, the role of design and
the resulting sociotechnical interaction network formed by interacting with the design is
particularly important. Following the work of Barab, MaKinster, Moore, and
Participatory Culture 14
Cunningham (2001), the term sociotechnical interaction network looks “to capture the
complex sociotechnical arrangement involved in a technology-intensive project,
emphasizing the reciprocal character of the interaction among people, among people and
equipment, and even among sets of technical structures and political climates” (p. 73). In
sum, design acts as a mediating bridge between technology, people, and the culture at-
large. The importance of design, and using design as a way of researching, will be
further discussed in the literature review.
Literature Review
An important aspect of this investigation is attempting to understand how the
emergence of a participatory culture could arise from what is typically called a consumer
culture. One such discussion is provided by Yale law professor Yochai Benkler in The
Wealth of Networks, who sees three technological advances: “First, the physical
machinery necessary to participate in information and cultural production is almost
universally distributed in the population of the advanced economies”; “Second, the
primary raw materials in the information economy, unlike the physical economy, are
public goods—existing information, knowledge, and culture.” Lastly, the Internet
provides a way for “many diversely motivated people to act for a wide range of reasons
that, in combination, cohere into new useful information, knowledge, and cultural
goods.” These changes in technology have large-scale social implications, where he
finds that “we can make the twenty-first century one that offers individuals greater
autonomy, political communities greater democracy, and societies greater opportunities
for cultural self-reflection and human connection.” Hence, Benkler describes how
Participatory Culture 15
technological advances could lead to large-scale social changes. Future iterations of this
project will pull together the growing body of literature related to how technology has
been shaped and will be shaped by new technologies, as well as more literature on the
intersection of sociology of organizations and technology.
Another critical part of this project is the notion that creating a design and having
people interact with it can generate knowledge on the mediation between technology,
user, and community. The importance of design on learning is captured in the design-
based research (DBR) work currently being conducted by several scholars in the
Learning Sciences. DBR or design experiment look to create new, innovative, and
experimental learning contexts, which can then be studied to better understand the
mediation between context, groups, and individual learners (Brown, 1992; Barab &
Squire, 2004). This stance on using technology to enhance learning is compelling
because the role of the researcher is not simply someone who studies what is “already
there,” but rather performs action in the world and contributes to our understanding of
how learning occurs. Also, engaging in design experiments allow one to fully engage the
potential affordances of ICTs. Such design experiments provide the opportunity to study
a variety of instructional techniques, such as scaffolding, anchored instruction, case-
based reasoning, problem-based learning, instruction that encourages reflection,
instruction that promotes metacognitive activity, among others (Pea, 2004; CTGV, 1990;
Schrader et al., 2003; Jonassen, 2000; Lin et al., 1999; Lin, 2001). This review will
include a discussion of why to use DBR and examples of projects that have used DBR.
Participatory Culture 16
The reasons for using DBR in educational research are varied. On a more
systemic or political level, there is a perceived need to reconnect educational research
with the problems and issues of everyday practice and thus be able to create “usable
knowledge” (National Research Council [NRC], 2002 and Lagemann, 2002 in Kelly,
2003). Since DBR uses an interventionist approach that looks to address practice-based
problems, DBR is well-suited to better connect educational research with practice. In
addition to this political aspect, the rationale for DBR is is derived from perceived
limitations in prevailing forms of research. One such problem identified by Collins
(1999) is narrow measures (p. 18). By this, he is referring to the emphasis on “bottom-
line” measurement, such as tests, which measure ultimate outcomes rather than those
aspects which could be potentially more important, such as motivations or dispositions.
In addition to adherence to outcome-based measurements, many forms of empirical
research do not attempt to understand the “messiness of real-world practice” (Barab &
Squire, 2004, p. 3). For example, many experimental techniques only attempt to observe
the changes within one or two variables where DBR attempts to capture and comprehend
a wider-range of phenomenon.
In addition to the problem of narrow measures, the literature on DBR presents
empirical research as not adequately describing naturalistic contexts, such as classrooms.
By this, those who advance DBR argue that laboratory contexts are not sufficient or
accurate ways to depict the messiness of real world practice. The importance of context
is essential to many of the theoretical frameworks that guide DBR practices, such as
situated cognition, which is guided by the notion that “…learning, cognition, knowing,
Participatory Culture 17
and context are irreducibly co-constituted and cannot be treated as isolated entities or
processes” (Barab & Squire, 2004, p. 1). O’Donnell (2004) notes that the importance of
real-world practice has persisted in importance, although it has at times been neglected.
For example, she notes that during the 1970s, simpler, more measurable phenomena were
studied in laboratory contexts within educational psychology (p. 256). However, even
Thorndike (1910) recognized the importance of observing real-world contexts in addition
to the more controlled laboratory contexts. O’Donnell hence notes that DBR has the
potential to cause a “return to the kind of considerations envisioned by Thorndike” (p.
256).
Related to the importance of context, a particular motivation for DBR is the
interest in the multiple ways of studying a design. Collins (1999) articulates some of
these multiple ways, including (p. 35):
- Cognitive level: What do learners learn within a particular learning environment?
- Interpersonal: How do students act amongst each other and with their teacher?
- Group or classroom level: How is the group characterized as a whole?
- Resource level: What resources are available to learners?
- Institution or school level: Is the school supportive of the design?
The multiple ways of looking at a design call for different research methods and
employment of a variety of perspectives. For example, Collins finds that ethnographic
Participatory Culture 18
research could be a particularly efficacious research method for observing both the
interpersonal or the group or classroom level interactions.
Equally important to being able to look at a design in multiple ways is the
primacy of theory development in DBR. This is perhaps the most stated point amongst
those arguing for DBR in educational research. For example, Edelson (2002) notes that
what separates DBR from ordinary design is that ordinary design only concerns itself
with using “the lessons embodied in a design procedure, problem analysis, and design
solution to create a successful design product”, where DBR “retains that goal but adds an
additional one, the goal of developing useful, generalizable theories” (p. 112). This
notion is echoed by Barab and Squire (2004), who note that design-based research
“requires more than simply showing a particular design works but demands that the
researcher (move beyond a particular design exemplar to) generate evidence-base claims
about learn that address contemporary theoretical issues and further the theoretical
knowledge of the field” (p. 6).
To answer questions as to what kinds of theory development are possible with
DBR, Edelson (2002) articulates three types. These include:
- Domain Theories: “A domain theory is the generalization of some portion of a
problem analysis. Thus, a domain theory might be about learners and how they learn,
teachers and how they teach, or learning environments and how they influence teaching
and learning” (p. 113).
Participatory Culture 19
- Design Frameworks: “A design framework is a generalized design solution.
Although design theories are descriptive, design frameworks are prescriptive. They
describe the characteristics that a designed artifact must have to achieve a particular set of
goals in a particular context” (p. 114)
- Design Methodologies: “A design methodology is a general deign procedure.
Like a design framework, it is prescriptive. However, a design methodology provides
guidelines for the process rather than the product” (p. s115).
What is interesting about Edelson’s discussion of the types of theory generation possible
with DBR is his rather liberal use of the term “theory”. He hence allows design
frameworks and design methodologies to fall into this category. Kelly (2004) reacts
against the liberal use of this term, quoting the National Academy of Sciences definition
of theory, which states that a theory is “a well-substantiated explanation of some aspect
of the natural world that can incorporate facts, laws, inferences, and tested hypothesis”
(p. 123). Articulating that the use of theory requires hard-fought consensus among
scientists, he argues for the use of “working words” which are less strong, such as
“framework” or “hypothesis”.
Barab & Squire (2003) provide a synopsis of the major projects that have used
DBR. Adapted from their listing, some of these projects include:
- Inquiry learning forum project: Create a more nuanced understanding of the
challenges in creating online communities
Participatory Culture 20
- Virtual solar system project: Exploration of relationship between project-based
learning and situated cognition
- Student apprenticeship camp: Exploration of the efficacy of apprenticeship-type
learning environments.
- Hartford Middle School project: Using interdisciplinary anchors as a way of
teachers to conceive of interdisciplinary units
One particularly interesting application of DBR is The Quest Atlantis (QA) project by
Barab et al (2005). This project combines the new affordances made available with ICTs,
with insights from game design and educational research, to address both educational and
social commitments. To study the effects of the environment on learners, the researchers
use a design ethnography. The design ethnography is a process that "involves design
work coupled with the continual production of naturalistic interpretations based on both
qualitative and quantitative data over extended time frames and at multiple sites" (p. 92).
Qualitative data is gathered when participants observe and interact with the evolving
technical structures as well as "the social relationships, interactions, member-produced
work, and conversations (online and face-to-face) through which these structures are
informed and take on meaning" (92). Hence, the design of the project is the outcome of
the interpreted qualitative data. This forms "the tapestry that is QA" (92).
The design ethnography is an important aspect of researched-based design. It
shares many aspects with critical ethnography, which "goes a step further [from the basic
ethnography] to leverage this understanding to develop a critique with the goal of
Participatory Culture 21
transforming the context that is being research." (102). However, the design ethnography
goes further than the critical ethnography by "reifying this critique into a design" (102).
The qualitative data which comes to form the design ethnography is collected from field
notes, submitted articles, email exchanges, student work, student interviews, and
reflection of first-hand experiences. These observations lead to the four braids of QA's
design. These braids include 1) vision, 2) participatory design process, 3) meta-context,
and 4) support for project implementation. With regards to the vision for the project, the
authors claim that participation from local sites changed over time:
… in the beginning we believed that we had a fairly solid vision of what needed to be designed and so treated these sites more as usability sites than as participants of a fundamentally altered vision. Over time, however, these sites becomes less of a repository for our predesigned vision and more of a collaborative group with whom to co-construct a vision of QA. Toward this end, we spent more and more time listening, eventually choosing to build an ethnographic account of one after-school site… (96)
Given the examples as well as the strengths and weakness of design-based
research, the experiences of other design-based researchers were taken into
account in the making of the technical environment as well as the methods for
studying the impact of the design on the environment.
Methods
This study will use the design-based research approach to study the effects of
introducing a Web 2.0 technology into a pre-existing learning environment. Barab and
Squire (2004) describe design-based research as “not so much an approach as it is a series
of approaches, with the intent of producing new theories, artifacts, and practices that
Participatory Culture 22
account for an potentially impact learning and teaching in naturalistic settings” (Barab &
Squire, p. 2). Design-based research basically works in the following way: the researcher
or researchers come up with an innovative design that they think has potential for
improving learning in some context. They then intervene in such a context (for example,
a classroom), where they observe, record, and begin to refine the initial design based on
how the populations are interacting with the design. Theoretical development could
occur through noting the ways in which design changes lead to improvements or the ways
in which hypotheses are discounted or confirmed through interactions with the design.
Design-based research is an appropriate method for this investigation because it involves
a design of a technical environment (PocketKnowlege, the Web 2.0 learning
environment), and a mixed-method study of the interaction between the users and the
environment. In addition to studying PocketKnowledge, and to better highlight how
particular design affordances within this Web 2.0 environment led to divergent user
interaction behavior, data from the pre-cursor to PocketKnowledge (named Community
Program Collections) will be discussed. Community Program Collections could be
considered a non-Web 2.0 system and was in use for the same purpose as
PocketKnowledge in the time period immediately preceding the launch of
PocketKnowledge. Given this additional factor, the research project will be described in
the following order: First, I will describe the design of the intervention and highlight
some design differences between PocketKnowledge and Community Program
Collections. Second, I will describe the quantitative method of the mixed-method study,
which includes a social network analysis and semantic analysis of user contributions
Participatory Culture 23
within PocketKnowledge. Here I will also introduce user contribution data from
Community Program Collections to highlight how design differences led to divergent
user behavior. Third, I will introduce the qualitative method of the study in effort to shed
light on the interaction between the design, users, and community formations. Although
the research agenda is divided into three areas, these distinctions are somewhat artificial
because both the design, and the mixed-method study, influence one another and are
bound. For example, the mixed-method study could influence the design, where the
design could influence those things that are able to be studied.
Designing the Intervention
Designing the technical environment (or designing the intervention), involves
leveraging knowledge resources on best design practices, as well as introducing new
innovations whose efficacy may not be well researched. For the design of this technical
environment (PocketKnowledge), Web 2.0 design patterns were explicitly employed,
most notably the patterns that a) users control their own data, b) users should be trusted,
c) flexible tags are preferable to hierarchical taxonomies, d) the attitude should be
playful, and e) the expectation that the software gets better when more people use it
(O’Reilly, 2005). Figure 1 is a screen capture from PocketKnowledge which illustrates
some of these concepts, such as the primacy of the individual user in the context of the
system as a whole. These particular design patterns are made particularly salient when
compared against other similar systems that do not use Web 2.0 design patterns. For
example, a system in use for the same community (Teachers College) called the
Community Program Collections aimed to provide the same basic functionality of
Participatory Culture 24
allowing community members to share their knowledge products and resources they
think others would be useful. However, Community Program Collections did not
specifically employ Web 2.0 design patterns. Instead, it used more traditional
hierarchical models, such as a) organizing information based on a taxonomy derived from
institutional structures (e.g., programs and departments), b) lack of user control over their
own content (e.g., a user cannot remove their content from the site), and c) centrality of
authority (i.e., a user can only suggest content to be added to the collection; however,
ultimate authority resides with an institutional librarian). Figure 2 is a screen capture
from Community Program Collection which illustrates how information is organized
according to institutional structures.
Participatory Culture 25
Figure 1: A user's view of his collection of materials in PocketKnowledge
Participatory Culture 26
Figure 2: Community Program Collections is organized by institutional structures
The design differences exhibited in PocketKnowledge and CPC are most evident
when viewed in terms of affordances and constraints (Norman, 1988). With a web-based
system, this refers specifically to those functions and features that allow a user to
accomplish some action, as well as the barriers (intentional and unintentional) that the
system enforces. One particularly salient constraint that CPC enforces is the inability for
users to directly post materials to the system, but rather to make “suggestions” for
addition. Before a user is allowed to make a suggestion, a warning message is displayed
in caps and bold that reads “IMPORTANT – PLEASE READ CAREFULLY” as well as
a three paragraph statement on copyright (see Figure 3).
Participatory Culture 27
Figure 3: CPC shows a warning message and information on copyright before a suggestion can be made
After a user makes a suggestion, the system displays the following message:
Thank you for your suggestion. We will review the item, and if possible, make it a part of the Arts & Humanities Program Collection. You will receive an e-mail either way.
This particular set of constraints highlights certain attitudes towards the end-user. First,
the warning message in bold and caps indicates that the system distrusts that the user will
read the copyright statement. Secondly, the system reinforces the knowledge authority
relationship between library or university and the individual by allowing users only to
make “suggestions” and if a suggestion if made, it must be “reviewed”. Given these set
of constraints, it is plausible to believe that many users, especially those who are less
Participatory Culture 28
confident in their knowledge expertise (e.g., students), would hesitate to make a
suggestion out of fear of being rejected by the knowledge authority.
This design approach is in sharp contrast to PocketKnowledge, which allows any
user to post any files instantly and trusts that an addition does not violate copyright laws.
Figure 4 shows the “add an item” window, which asks the user if the file violates
copyright laws, giving the option for cases where the user “doesn’t know” if copyright
would be violated. This type of design choice illustrates that the system trusts the user to
a high-degree, with the realization that true violations of copyright are relatively rare and
can be handled on a case-by-case basis. In sum, this singular example illustrates a broad
distinction in design approach between PocketKnowledge and CPC system. There are
many more design differences that will not be discussed for the sake of brevity; however,
the point is that the design patterns captured by the terms Web 1.0 and Web 2.0 lead to
very different systems when employed in practice. As the research here will show, these
design differences lead to divergent user behavior.
Participatory Culture 29
Figure 4: PocketKnowledge includes a simplified copyright compliance policy
Quantitative Methods
In brief, the quantitative methods are divided into three parts. The first part is a
social network of communication data captured and collected within PocketKnowledge.
The second part is a Latent Semantic Analysis (LSA) of user contributions within
PocketKnolwedge. The third part includes the introduction of user contribution data
from Community Program Collections.
Participatory Culture 30
Social Network Analysis
The need to understand the interplay between communication and community
formation is increasing in emphasis within fields concerned with learning, in particular
the computer-supported collaborative learning (CSCL) field. For example, Cho,
Stegaone and Gay (2002) describe the need for greater research emphasis on the
“communicative processes involved in successful (and unsuccessful) peer interactions
rather than just learning outcomes” (p. 43). The method used by Cho, Steagone and Gay,
as will be used in this study, is a social network analysis (SNA). SNA has been used to
shed light on several Computer Supported Collaborative Learning (CSCL) contexts. For
example, SNA has enabled researchers to identify central and peripheral actors in a
CSCL course. Moreover, it has elucidated how the actors’ positionalities mediate
“learners’ perceptions and behaviors related to community-based information sharing
practice” (p. 49). Other researchers such as Reffay & Chanier (2003) have investigated
the influence of group cohesion in Computer Supported Collaborative Distance-learning
(CSCDL). Others have used SNA to clarify the impact of social structures on knowledge
construction in an asynchronous learning environment (see, for e.g., Aviv, Erlich, Ravid,
& Geva, 2003). Despite the insights that SNA affords, there are a number of concerns
regarding the scope, depth, and richness of network data (de Nooy, Mrvar, and Batagelj,
2005). To address this concern, Martínez, Dimitriadis, Rubia, Gómez, Garachón, &
Marcos (2002) augmented their SNA with qualitative research to gain a deeper
understanding of a CSCL environment. For the purposes of this investigation, a social
network analysis was used to show on a macro-level who is communicating with whom,
Participatory Culture 31
and to what extent. Similar to Martínez et al, a qualitative method will be employed to
augment the results of the SNA.
In the context of this study, we used Systems Theory to define the uploading and
downloading of materials as “communicative acts,” system users as “actors,” and the
cumulative communicative exchanges as “interactions” (Buckley, 1967). Although this is
only one configuration for evaluating sociality1, this particular systems arrangement is
useful because it provides a readily available metric for assessing actors’ interactions
within a network. A longitudinal examination of PK usage data will be conducted. The
first snapshot of data was collected and analyzed during a thin time-frame (September
2006 to November 2006) and reporting upon by Cocciolo, Chae, Natriello (2007, June).
We will call this analysis “SNA 1.” The second snapshot was collected and analyzed
from September 2006 to January 2007 and also reported upon by Cocciolo, Chae,
Natriello (2007, November). We will call this “SNA 2.” This final analysis (“SNA 3”)
covers September 2006 to January 2007. All analyses do not include downloads from
users who were not logged in. The usage data was converted to a matrix and visualized as
a network using NetDraw (Boragatti, 2002). Network attribute data, which indicated
institutional role (e.g., masters-level student) and color, was added to indicate user/node
role. The reason to include this role data is that it will show the communicative
exchanges between students, faculty, and staff. Additional analyses were conducted with
NetDraw, including segmenting the network into components and filtering out key actors
using cutpoints analysis. As described by Hanneman (1997), “cutpoints may be
1 Another measure of sociality could be community commenting on materials within PK.
Participatory Culture 32
particularly important actors — who may act as brokers among otherwise disconnected
groups.” A cutpoints analysis was conducted to reveal those key actors/nodes whose
removal would leave the network divided into unconnected systems. For the purposes of
this investigation, the term cutpoints will be used interchangeably with the term key
knowledge facilitators.
Latent Semantic Analysis
In addition to finding the cutpoints, and indicating the institutional roles,
additional analysis related to content was conducted. The need for this additional
analysis was raised by several researchers during early iterations of this project because
of the importance of not only knowing who is communicating with whom, but also what
is being communicated. Since the Web 2.0 environment is open, and anyone is allowed
to share any files or materials they wish (family photos, academic research articles, etc.),
uncovering what is being shared is as important as who is sharing. To uncover what is
being shared, the entire corpus of uploaded materials were entered into Latent Semantic
Analysis software and coded by uploading user. Latent semantic analysis (LSA),
introduced by Landauer, Folktz, and Laham (1998), is a statistical theory and method for
extracting and representing the contextual meaning of words. According to Landauer,
Foltz, and Laham (1998), LSA is different in that it “represents the meaning of a word as
a kind of average of the meaning of all the passages in which it appears, and the meaning
of a passage as a kind of average of the meaning of all the words it contains” (6). LSA
has been used in a variety of applications, most notably in search engines. For example,
assume that we were concerned with finding documents about “violence” in a Latent
Participatory Culture 33
Semantic Analysis-backed search engine. An LSA-backed search would not necessarily
find the result with the highest occurrence of the word “violence” in its text, but rather
the result that is most about “violence” compared to the other texts within the corpus.
Although LSA “allows us to closely approximate human judgment of meaning similarity
between words and to objectively predict the consequences of overall word-based
similarity between passages”, there are certain inherent limitations (Landauer 4). The
most striking limitation its results are “somewhat sterile and bloodless” in that none “of
its knowledge comes directly from perceptual information about the physical world, from
instinct, or from experimental intercourse with bodily functions, feelings and intentions”
(4). It also does not make use of word order or the logical arrangement of sentences (5).
Although its results work “quite well without these aids”, “it must still be suspected of
resulting incompleteness or likely error on some occasions” (5). Laudauer, Foltz and
Laham analogizes LSA’s knowledge of the world in the following way: “One might
consider LSA’s maximal knowledge of the world to be analogous to a well-read nun’s
knowledge of sex, a level of knowledge often deemed a sufficient basis for advising the
young” (5). Hence, LSA’s knowledge is based on word counts and vector arithmetic for
very large semantic spaces, and is deprived of more sense-driven information.
In addition to viewing LSA as a practical means of obtaining text similarity and
performing keyword searches, Landuaer, Laham and Foltz claim that LSA is also a
“model of the [human] computational process and representations underlying substantial
portions of the acquisition and utilization of knowledge” (4). Thus, along with having a
Participatory Culture 34
practical component, LSA is hypothesized to underlie human cognitive processes. This is
not directly based on neurological evidence, but rather on how well it works in practice:
It is hard to imagine that LSA could have simulated the impressive range of meaning-based human cognitive phenomena that is has unless it is doing something analogous to what humans do. (33)
Hence, the authors claim that since it works most of the time, then it must have some
underlying basis in human cognitive processes. Although the authors admit that “LSA’s
psychological reality is certainly still open”, they do believe that the “brain uses as much
analytic power as LSA to transform its temporally local experiences to global
knowledge” (34).
Using Latent Semantic Analysis, the Document Atlas visualization tool was used
to visualize the key concepts within the entire text corpus and the similarity of concepts
are indicated by their closeness to each other. Given this analysis and visualization, the
corpus of text can be divided into two clusters. Although these two clusters are arbitrary
(we could just as easily divide the text into 10 or 20 clusters), dividing the text into two
segments illustrates a number of properties that will be discussed in the results section.
To create the corpus of text, all Microsoft Word documents and Powerpoint slides are
converted into text documents and assembled in large text files with the name of the text
file being the indicator for the user. All titles and abstracts are included with the full-text
documents within the text documents. One limitation of this method is that it only allows
written texts to be included in the semantic analysis (and is therefore unable to include
Participatory Culture 35
visual imagery or scanned documents in the analysis). For example, JPGs and PDFs are
unable to be included in the semantic analysis.
Data Comparison between Systems
In addition to the social network analysis and latent semantic analysis, an analysis
of “Suggested Additions” to the Community Program Collections separated by users’
institutional role was completed. Optimally, a SNA of Community Program Collections
would have also been completed. However, the system did not log detailed enough user
data to perform the SNA. Despite this limitation, “Suggested Additions” data was
sufficient for the purposes of this study.
Qualitative Method
In addition to the methods already described, participant observation was also
conducted within the community to corroborate the findings from the quantitative
methods. Participant observation “puts you where the action is and lets you collect data...
any kind of data you want, narratives or numbers” (Bernard, 2006, p. 344). For this
investigation, I participated as a member of the Teachers College community, and closely
observed the impact the Web 2.0 environment had on the community. I recorded field
notes of what I heard people say and email exchanges that were sent amongst the
community. The objective was to see what impact this ICT had on the environment as a
whole.
Participatory Culture 36
Results
The findings will be discussed in terms of the results obtained from the
quantitative and qualitative methods. The discussion and implications sections of this
paper will pull together how these results could and should be interpreted with respect to
the research questions posed.
Quantitative Results
During SNA 1 (or the brief data collection period between September 2006 and
November 2006), there were several observations made about the network visualization
of social network data (see Figure 5) . These observations were initially made in a paper
by Cocciolo, Chae and Natriello (2006, June). These include the existence of several
clusters of actors: 1) isolated actors (users who only use the system to store their own
work and choose not to share with others), 2) a large and varied community of actors and
interactions, and 3) close-knit communicators who are isolated. Within the large
community of actors and interactions, there are two clusters. These can be found by
visual inspection. Cluster one illustrates interactions for a course offered by a doctoral
student, and cluster two illustrates interactions around library-contributed materials (e.g.,
historical dissertations). These two clusters illustrate the importance of community
members who are specifically responsible for communicating knowledge or content (in
this case, an instructor and an academic library).
Participatory Culture 37
Figure 5: Components of community network visualization from SNA 1
Upon further analysis, there are many more critical community members than Figure 5
might suggest. A cutpoints analysis was conducted to reveal those key actors/nodes
whose removal would leave the network divided into unconnected systems. As described
by Hanneman (1997), “cutpoints may be particularly important actors — who may act as
brokers among otherwise disconnected groups.” Figure 6, which shows the cutpoints or
Participatory Culture 38
key facilitators, reveals that there are other actors—in addition to those highlighted in
Figure 5—who play a significant role in knowledge sharing.
Figure 6: Cutpoints, or key facilitators of sharing, from SNA 1
In SNA 1, this analysis reveals that knowledge facilitators occur in proportion to their
total numbers within the system. For example, ~11% of all cutpoints are faculty, and ~7%
of all actors are faculty. Similarly, ~72% of all cutpoints are students, where ~75% of all
actors are students (see Table 1). Our analysis also reveals that students (i.e., novice) play
an equally important role in facilitating knowledge sharing as do faculty (i.e., experts). At
the time this study was conducted, we concluded that this analysis indicates that novice
learners (in a relative sense) are able to come to occupy the role of the expert facilitator,
Participatory Culture 39
gradually “fashioning relations of identity as a full practitioner” (Lave & Wegner, 1991,
p. 121). We argued that much like a Community of Practice, experts are not dispensed
with, but rather novice learners are provided “with opportunities to make the culture of
practice theirs” (p. 95).
Table 1: SNA 1 - Cutpoints (or key actors) by role, % of all cutpoints, and % of all users
Library Doctoral Student
MA Student Faculty/instructor Staff Other
Cutpoints 2 4 9 2 3 0% of all cutpoints
11.1% 22.2% 50.0% 11.1% 5.6% 0%
% of all users
.9% 28.9% 46.5% 7.5% 4.8% 11.9%
SNA 2 (or the cumulative data collection period between September 2006 and
January 2007) results showed a key knowledge facilitators being spread across a variety
of institutional roles (Table 2). However, what is noticeable is that the comparative
knowledge experts, in this case faculty, are starting to become more key knowledge
facilitators in comparison to their total numbers within the system (for example, an
increase from 11.1% to 21.6% from SNA 1 to SNA 2). This increase can also be seen in
the network visualization of the cutpoints (see Figure 7).
Table 2: SNA 2 - Cutpoints (or key actors) by role, % of all cutpoints, and % of all users
Library Doctoral Student
MA Student
Faculty/instructor Staff Other
Cutpoints 2 12 11 8 2 2% of all cutpoints
5.4% 32.4% 29.7% 21.6% 5.4% 5.4%
Participatory Culture 40
% of all users
.4% 30.3% 43.5% 7.0% 3.4% 15.3 %
Figure 7: SNA 2 Key Knowledge Facilitaors
During SNA 3 (or the cumulative period from September 2006 to November
2007), the most noticeable difference is the overall increase in cutpoints (see Figure 8).
Additionally, another noticeable increase in use is from users in the “Other” category (see
Table 3). These are mostly people who created an account and decided to download
someone’s materials. Doctoral students and masters students increased slightly in their
status as key knowledge facilitators (or cutpoints), where faculty slightly dropped off
(although their percentage of total system users changed). Given the results from SNA 2
and SNA 3, do the conclusions made in SNA 1 still hold (or to reiterate, the idea that the
Participatory Culture 41
Web 2.0 environment provided the opportunity for novices to play expert roles)? This
issue will be more thoroughly discussed in implications of the results.
Table 3: SNA 3
Library Doctoral Student
MA Student
Faculty/instructor Staff Other
Cutpoints 5 37 35 22 7 9% of all cutpoints
4.3% 32.2% 30.4% 19.1% 6.1% 7.8%
% of all users
.3% 22.2% 35.5% 4.0% 1.9% 36.2%
Figure 8: Cutpoints from SNA 3
Participatory Culture 42
In order to address not just who is communicating with whom but what is being
communicated, results of the content analysis using latent semantic analysis are included
below. The first part of the results is the visualization of the concepts of the corpus of
text using Document Atlas. The image show small orange Xs which indicate the position
of a document in relation to the other documents within the corpus. A document
(symbolized by an X) includes all the cumulative works someone has in PK. For
example, all of the items I have uploaded would be symbolized by an X. Related
concepts are included in white lettering. The image in Figure 9 shows a fairly dense
cluster of Xs in the middle, followed by a fairly dispersed set of Xs around the center.
Participatory Culture 43
Figure 9: Words in relation to each other within the text corpus. A high-resolution version of this image is available at http://www.thinkingprojects.org/lsa.jpg
Given this visualization, users fall into either one of two clusters: the content-
focused cluster or the divergent cluster. The words representing the first cluster are very
Participatory Culture 44
focused on core topics critical in the field of education. These include students, school,
education, teachers, children, and learning. The second cluster is representative of a
more divergent set of words. These include: vacation, ADHD, music, photo, art, and
technology.
Of the 1,756 logged-in users who participated in a communicative act (either by
uploading or downloading a file), 345 users had content that was uploaded and available
to be analyzed by the semantic analyzer. Of this 345 users, most (209) users fell into the
content-focused cluster, while 136 fell into the divergent-content cluster. Of the
cutpoints, or the key knowledge facilitators, 61 came from the content-focused cluster
and 42 came from the divergent cluster.
Participatory Culture 45
Figure 10: Key Knowledge facilitators came from both focused and divergent content clusters
These results are interesting on a number of levels. It illustrates how key
knowledge facilitators are not limited to those discussing the core content areas
associated with the institution, such as schools, but may just as likely be sharing
information related to their vacation or sharing a photo. Inspecting the key knowledge
facilitators visualization in Figure 10, as well as reading Table 4), one sees a relatively
even dispersion of those belonging to the content-focused and divergent clusters. This
phenomenon will be more thoroughly reviewed in the discussion section.
Participatory Culture 46
Table 4: Breakdown of all users and key knowledge facilitators by content
Cluster / User Types
Focused Divergent
All users 209 (61%) 39%Key Knowledge Facilitators
61 (59%) 42 (41%)
In addition to the analysis of PocketKnowledge, data was also collected and
analyzed from Community Program Collections. Whereas PocketKnowledge allowed
users from different levels of expertise to occupy key roles, Community Program
Collections (the non-Web 2.0 environment) prompted involvement predominantly from
knowledge experts (faculty) at a rate twice that of knowledge novice (student). This is
illustrated in Figure 11, which shows the higher proportion of faculty who choose to
make content suggestions over students, even though students far outnumber faculty in
population size. The meaning of these findings will be covered in the discussion section.
Participatory Culture 47
Figure 11: Number of “Suggested Additions” to Community Program Collections by role
Qualitative Results
In addition to conducting the social network analyses and the content analysis, I
also participated as a member of the community as a graduate student as well as a full-
time staff member at the EdLab (a research, design, and development unit at the
Gottesman Libraries at Teachers College) during the entire time-span of data collection
(September 2006 to November 2007). During this time, I was able to hear what people
were saying and doing with ICTs, and PK in particular. I collected field notes from face-
to-face meetings as well as stored community emails that I thought had particular
importance for this project. The observations will be recounted.
Participatory Culture 48
For the first part of the investigation span, there was little direct evidence that PK
had any mediating impact between individual users and the community at-large. This
could be considered a period of time where people were becoming familiar with the
existence of such a system where they could share their intellectual and cultural creations
alongside other members of the community. This is also a time where extensive outreach
was conducted by members of the Gottesman Libraries staff to let people know about the
system’s existence and encouragement was giving for participating. The system was
used in a relatively straightforward manner: for sharing files with others by sending
around hyperlinks. For example, a student group used it as a way for sharing their
podcast around issues of Organizational Psychology, or a professor would use it as a way
for sharing a pre-publication paper. However, an event occurred in October 2007 that
showed that the introduction of the Web 2.0 may have had a larger impact than
previously thought. During this time, a noose was found on the door of an African
American professor at Teachers College. The incident, widely reported in both the local
and national press, was followed by outrage from angry students, faculty and staff at the
institution that prides itself on diversity and progressive thought (e.g., Gootman & Baker,
2007). In response to the incident, a forum was held where community members could
share their feelings and plan actions towards improving the environment for those of
different race or class. During the community forum, an African American student
expressed one way that he thought the community could respond: by using
PocketKnowledge to come together to share ideas, discuss the issues, and acknowledge
and learn from those of different backgrounds. The use of PK to address issues difficult
Participatory Culture 49
issues of racism was used again in connection with this event, where another African
American faculty member used it as a way of circulating a document via email which
expressed things that the community could and should do to address issues of racism.
The reference to PocketKnowledge and its use as a way of circulating materials
for dealing with difficult issues of racism would indicate an important transition point in
how people viewed the system and ICTs in general: a web-based, virtual environment has
the potential to act as a forum where people can come together and discuss difficult
issues and learn from one another. In essence, the notion that the activities, dialogue, and
actions performed within an ICT could have social, real-world consequences, had
reached a critical awareness. It is of course unclear how many members of the Teachers
College community have had substantial learning experiences from ICTs, or whether the
belief that such a potential exists was widespread among the audience. However, despite
these unknowns, the belief that ICT use can have social consequences had reached a level
of awareness. This event was also illustrative of the role that ICTs can have within
culture: for deep-seated issues that take time to resolve, an ICT may be an appropriate
forum for addressing such issues because of its availability regardless of time constraints.
Additionally, the fact that PK was mentioned as a forum for addressing things that may
be difficult for some to discuss in a face-to-face environment would indicate that within
ICTs, people feel more free to discuss things then they might otherwise feel unable or
uncomfortable to in a face-to-face setting.
Participatory Culture 50
Another interesting point associated with this event is how PK is viewed as
malleable to the needs of the community at the moment in which it is needed. This
would seem to be the hallmark of Web 2.0 design patters, or that the interaction and
contributions by the community will ultimately shape what the environment is. For
example, the view that the system can be used from storing a range of academic and
personal content and shifting to represent content around helping community members
deal with racism, would indicate that there is a perception of malleability. This type of
impression would not be possible with systems where the “what it is” and “what it will
be” are already set forth in terms of service or working policies. In sum, the use of Web
2.0 design patterns would seem to allow people to perceive such a system as being
malleable to their immediate needs and providing a way for dealing with community
issues that need to transgress time and space.
Discussion
Given the results of this study, which looked at a three Social Network Analyses,
a content analysis using Latent Semantic Analysis, a comparison with an older system,
and an ethnographic analysis from being within the community, what implications can be
made? We will first discuss the quantitative results. If we first look at the data from
Community Program Collections, it is clear that this particular system prompts
contributions from knowledge experts at a much higher level than other contributors, as
indicated by the fact that faculty contribute at a rate twice that of students. We can
conclude that the design of this Web 1.0 system, with its design patterns that adhere to a
control and authority paradigm, does not significantly attract participation from students.
Participatory Culture 51
However, once PocketKnowledge is introduced, we see that this trend significantly shifts.
In the paper associated with the data collected and analyzed in SNA 1, the authors made
the case that the Web 2.0 environment provided opportunities for novices learners (in the
comparative sense) to take on the role of the expert (Cocciolo, Chae, Natriello, 1997,
June). Additionally, the argument was made that this looked much like a community of
practice because the role of key knowledge facilitator, taken on by newcomers, appeared
to be a form of legitimate peripheral participation (Lave & Wegner, 1991). An
interesting aspect of this argument was that newcomers were able to become key
knowledge facilitators within this Web 2.0 system, although within the community at-
large they were unlikely to be considered the key knowledge brokers (this would
typically be reserved for the library or faculty). A similar argument was also made in a
later paper, which included the analysis for SNA 2 (Cocciolo, Chae, Natriello, 2007,
November). In this paper, the case was made that “Web 2.0 design patterns such as
increased user control and freedom over the learning environment, combined with a
decrease in authority structures, led to conditions that prompted engagement from both
knowledge expert and novice” (p. 8). However, the data began to show that the system
was becoming more expert oriented, as seen with the increased proportion of faculty
acting as key knowledge facilitators. By SNA 3, the trend continues where the system
begins to not only exhibit signs of being an expert system, but also an increase in
consumptive tendencies, as seen by the increase in non-community members who are
downloading and unable to contribute (at least within the Web 2.0 environment—they
Participatory Culture 52
may be contributing elsewhere). Given this increased trend, what can be concluded? At
a basic level, this analysis indicates the following series of events:
1) Community Program Collections design patterns discouraged student
participation.
2) PocketKnolwedge was launched and it provided the ability for a radical
interaction network to form (e.g., relative knowledge novices acting as key knowledge
facilitators).
3) Over time, the PocketKnowledge interaction network became less radical as it
started to be more expert oriented and take on consumptive tendencies.
Hence, PocketKnowledge was initially able to provide a space where pre-existing roles
and structures (novice/expert, faculty/student, library/non-library) could become
destabilized by allowing community members of all levels to become key knowledge
facilitators. However, this initial radicalism was tempered over time to more closely
resemble formal institutional structures. On a more broad and theoretical level, what
does this mean? Given the data and analysis presented, the resultant interaction network
resembles a dialectic ranging from control (or the tendency of the system to provide
affordances for replicating and reaffirming pre-existing institutional structures) to
emancipation (or the tendency to break free from such structures and start something
new). This is evidenced both in the social network analysis and the content analysis. The
social network analysis revealed at first that there was an even distribution of key
knowledge facilitators among all role types within the institution. For example, a first-
Participatory Culture 53
years masters student was just as likely to be a key knowledge facilitator as a faculty
member. However, as time progressed, this trend shifted to allow the system to also
resemble an expert system, as seen when faculty members represented a larger portion of
the total key knowledge facilitators. This initially radical arrangement of knowledge
sharing power was, over time, tempered to resemble more of an even flow between the
traditional arrangement and the radical arrangement. This is further evidenced by the
content analysis, were key knowledge facilitators we balancing between content areas
that are acceptable discursive areas within the institutional climate, such as schools,
children, and learning, to a more divergent set of content, which is less focused and
seemingly unconcerned with acceptable academic discourse. This leads us to a number
of important implications. First, it reveals that simply because a design affords expansive
freedom, it doesn’t necessarily mean that such freedom will be taken. Rather, Web 2.0
does provide opportunities for more free expression; however, in many cases that
freedom will allow it to take on the character of the context in which it is situated. The
point is thus, the Web 2.0 environment provides a forum for people to play-out the
tension between reaffirming pre-existing socio-cultural norms and a desire to break free
from such structures. Although in this study, the situation is quite particular (Teachers
College), the observation should be made that all technologies are situated in some kind
of social, political and legal culture. For example, Nicolas Carr makes the observation in
his book that the emancipatory tone of the early Internet was tempered by a legal decision
made by a French court that made Yahoo responsible for all the seller transactions on the
site. After the legal decision, it became clear that the Yahoo was not simply an isolated
Participatory Culture 54
ICT, but rather would come to conform (by legal requirement) and be shaped by the
cultural, political, and legal contexts in which it was situated. In essence, because all
Web 2.0 technologies are situated in some contexts, the free expressions that the design
affords can be made, yet they will persist in adjacency and in tension with those elements
that are expressions of pre-existing social, cultural, and political norms.
This tendency is not unique to this project, nor Web 2.0 technologies, but is
pervasive in the history of ICT use. Nicolas Carr maps out this historical tendency in Big
Switch, where he notes how this tension is omnipresent in the history of technology. For
example, he notes how the personal computer meant to emancipate people from
mainframe computing (and all the accompanying organizational control), but was
eventually tied back into bureaucratic control through client-server computing (p. 197).
Similarly, the early Internet was prophesized to emancipate people from traditional
controls, as evidenced by John Perry Marlow’s 1996 manifesto “A Declaration of the
Independence of Cyberspace.” Similarly, the Web 2.0 revolution (which can be
separated from the early Internet by the dot com collapse), is filled with similar rhetoric
of emancipation. Carr describes this rhetoric in describing Web 2.0 in the following way:
It’s natural to think of the Internet as a technology of emancipation. It gives us unprecedented freedom to express ourselves, to share our ideas and passions, to find and collaborate with soul mates, and to discover information on almost any topic imaginable. For many young people, going online feels like a passage into a new and radically different kind of democratic state, one freed of the physical and social demarcations and constraints that can hobble us in the real world. (p. 191).
However, Carr finds that “most of the major advances in computing and networking…
have been spurred not be a desire to liberate the masses but by a need for greater control
Participatory Culture 55
on the part of commercial and government bureaucrats, often ones associated with
military operations and national defense” (p. 195). In the case of the Internet, Carr notes
how such innovations as the Blackberry , connected “wirelessly to corporate servers….
forms an invisible tether tying employees to their jobs”, hence strengthening the control
businesses have over their employees (p. 202). In the case of this project, it should not be
understood as the system moved from being less controlling to more controlling, but
rather that there exists a constant dialectic between control and emancipation. This
tendency plays itself out frequently in organizational environments and often appears in
the form of acceptable or non-acceptable behavior. For example, many members of an
academic community might feel hampered by social norms related to what is “good
research”, “worthwhile projects” or “relevant to scholarly inquiry.” The desire to break
free from these norms, and the need to adhere to them, are in constant tension and
exchange.
Roll-outs of new technologies often show early signs of radicalism. For example,
companies thought to be paradigm breaking, such as Google, are over time perceived to
be more controlling, bureaucratic, and institutional. This is not to say that radical
tendencies don’t persist in such organizations, but rather they are tempered through
exchanges with the more controlling and orderly end of the continuum. Such tendencies
are not only limited to businesses: examples of other institutions can be found where
radical roots later led to rather typical everyday collective behaviors. In a sense, this
situation and context (or PK in the Teachers College environment) can be considered a
microcosm for all other ICTs situated in particular contexts. New technologies can be
Participatory Culture 56
deployed into contexts and at first seem quite radical, but later it will reveal that such
radicalism is tempered by those aspects that are already existing with the social and
cultural norms. Free expression or radically divergent behavior does not disappear, yet
lives alongside and is in exchange with those more established and controlling sets of
norms.
The qualitative method, or participant observations, confirmed the quantitative
measures. This is seen in the way that the system was used to support the cultural and
social practices and on a normal basis (e.g., someone using it as a way of storing a
scholarly article and circulating via email). However, the emancipatory potential and
radicalism of ICTs were also exhibited. This is best seen in the case of the perception
that the ICT could act as a forum for the community to rectify issues of racism. The idea
that a tool could somehow provide a way of emancipating a community from this form of
hate illustrates how an ICT can be perceived as having profound potential while still
advancing pre-existing cultural and social practices. As this example illustrates, the
rhetoric of technology to provide capabilities to “fix the world” (or at least make it easier
for humans to do so), has pervaded discourse, especially during and after the industrial
revolution. However, this is tempered by rhetoric that emphasizes the controlling and de-
humanizing nature of a technological rationality. For example, Marcuse’s One
Dimensional Man is a primary example of this strand of thought. In this work, Marcuse
argues how “industrial society which makes technology and science its own is organized
for the ever-more-effective domination of man and nature, for the ever-more-effective
utilization of its resources” (p. 4). Similar strands of thought, captured by critical
Participatory Culture 57
theorists like Marcuse, see technology as the tool by which control and de-humanization
are made realizable. Marcuse’s argument can be juxtaposted against John Perry
Marlow’s 1996 “A Declaration of the Independence of Cyberspace,” who stated that “We
are creating a world that all may enter without privilege or prejudice accorded by race,
economic power, military force, or station of birth.” In sum, an understanding of the
social and cultural impact on ICTs should take into account this continuum of tensions
that range from control to emancipation. This continuum is not only expressed in
rhetorical utterances (as indicated by the qualitative analysis), but can be actively seen in
the structures of behavioral interactions (as indicated by the quantitative analysis).
Implications
Given the results and the implications of the analysis, we can make some
conclusions with respect to the research questions posed. The first is a conclusion related
to the question: what are the effects of introducing a Web 2.0 technology into a pre-
existing learning environment? The analysis reveals that the introduction of a Web 2.0
environment into a pre-existing learning environment can initially lead to a socio-
technical interaction network which is relatively radical when compared to the pre-
existing social organization. For example, this analysis reveals how key knowledge
facilitators within the Web 2.0 system were occupied equally by all members of the
community, from masters students, to doctoral students, and to faculty. This was also
revealed in the content analysis using latent semantic analysis, where the content
contributed by the key knowledge facilitators spanned acceptable academic discourse
(e.g., discussions of children, learning, and education), to more divergent discourse.
Participatory Culture 58
However, as time passed, the system begins to take on more elements from the pre-
existing social environment. This reveals that the Web 2.0 system begins to conform to
the social and cultural norms of the context in which it is situated. This is not to suggest
that those radical elements do not continue to exist, but rather the result is a dialectical
exchange between the pre-existing social norms and a more radical and divergent set of
tendencies.
As the analysis reveals, this particular Web 2.0 technology allowed community
members to participate using ICTs in a way that were not afforded by earlier ICTs.
Jenkins notes that one element of a participatory culture is the ability to negotiate
between multiple perspectives: “It becomes increasingly critical to help students acquire
skills in understanding multiple perspectives, respecting and even embracing diversity of
views, understanding a variety of social norms, and negotiating between conflicting
opinions” (p. 53). In the case of PK, the analysis reveals that the system captured both
those elements that form what can be considered acceptable discursive areas within an
educational school (such as topics of school, children, and learning), but also provided
opportunities for divergent discussions to take place. Also, community members at
varying levels were able to come to occupy key roles, which indicates how participation
and becoming an important contributor were options available to all those in the
community. However, as the analysis reveals, the system also reflects the social norms
of the context in which it is situated. This means that creating a Web 2.0 space in
cyberspace doesn’t allow people to “start over” or be freed from existing controls and
contexts, but rather those elements will persist in tension with those more radical
Participatory Culture 59
elements. Jenkins discusses these tensions, finding that the technology alone does not
guarantee the sustainability of a participatory culture: “nothing inevitably grows out of
the technology and there is not guarantee unless we collectively put our energy together
around ensuring the survival of participatory culture” (Jenkins, 2007). Hence, Jenkins
sees that the discussion must move from being about access to technology to being more
about fostering “the skills and cultural knowledge necessary to deploy those tools toward
our own ends” (Jenkins, 2006). In sum, participatory culture is made possible by the
innovations in ICTs; however, sustaining the culture must be the undertaking of the
community.
Conclusions can be made for organizations and institutions that may be interested
in introducing Web 2.0 technologies into their environments. Implementers of such
solutions should be aware that designs that afford complete openness and freedom of
expression will allow such expressions to take place, but there will also be reflections of
the existing organization. So for example, reflections of institutional roles, power
dynamics, and hierarchies within pre-existing institutions can be expected to be reflected
to some extent with a Web 2.0 environment. In terms of conclusions for the culture at-
large (both national and extra-national contexts), the important point worth making is that
all technologies are situated within some context, and that context will be reflected to
some extent in the Web 2.0 environment. In the case of the example cited earlier, which
showed that the web properties of Yahoo were not simply something existing in
Cyberspace (or some other world free from pre-existing political and legal structures),
but rather an extension and in tension with the social context in which it is situated.
Participatory Culture 60
Similarly, attempts to create a new culture (be it a participatory culture or some other
type of culture) is mired by the weight of pre-existing structures. By this, we mean the
collective familiarity and comfort with what is often called consumer culture may make
the arrival of a participatory difficult to spread at a sufficiently large scale. This is not to
suggest that it is impossible, but rather that the affordances that new technologies may
offer are not sufficient to cause cultural change. Rather, the technologies will reflect the
pre-existing culture as well as any new and emerging culture. Given this supposition, we
should expect that Web 2.0 technologies on the web for use by the culture at-large will
exhibit both of these tendencies: a tendency towards free expression and creativity,
coupled alongside with expressions of a consumer culture. Further research needs to be
completed to verify how Web 2.0 technologies across communities and contexts create a
continuum for expressing the prevailing cultural forms, alongside the desire for a newer
and more participatory culture.
Participatory Culture 61
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