Skip to main content
Erschienen in: International Journal of Computer-Supported Collaborative Learning 1/2009

01.03.2009

A connective ethnography of peer knowledge sharing and diffusion in a tween virtual world

verfasst von: Deborah A. Fields, Yasmin B. Kafai

Erschienen in: International Journal of Computer-Supported Collaborative Learning | Ausgabe 1/2009

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have not begun to account for widespread knowledge sharing in more native, unstructured group settings found in online games and virtual worlds. In this paper, we describe and analyze how an insider gaming practice spread across a group of tween players ages 9–12 years in an after-school gaming club that simultaneously participated in a virtual world called Whyville.net. In order to understand how this practice proliferated, we followed the club members as they interacted with each other and members of the virtual world at large. Employing connective ethnography to trace the movements in learning and teaching this practice, we coordinated data records from videos, tracking data, field notes, and interviews. We found that club members took advantage of the different spaces, people, and times available to them across Whyville, the club, and even home and classroom spaces. By using an insider gaming practice, namely teleporting, rather than the more traditional individual person as our analytical lens, we were able to examine knowledge sharing and diffusion across the gaming spaces, including events in local small groups as well as encounters in the virtual world. In the discussion, we address methodological issues and design implications of our findings.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Fußnoten
1
The only exception to this would be learning from an online written record of insider knowledge, namely, an exceptional cheat site where they might be listed as part of “newbie” hints (Fields and Kafai 2007). Based on analysis of the data where we specifically looked for how and whether members used cheats, we are very confident that club members did not learn about teleporting from cheat sites, so it must have been learned from others more directly.
 
2
Note that in Whyville as opposed to most massively multiple online games (MMOGs) or chat spaces, there is no window on the screen that keeps a chat record for a particular space. Once something new is typed in a person’s chat bubble, or once a person leaves a location (as in the case of teleporting), the chat disappears. Thus, no one on Whyville can actually see a teleport command because the person disappears before the chat would have appeared.
 
3
Assembling conversations in logfiles is difficult and time consuming. Because logfiles are listed in order of time stamp and potentially 60 school members could have been logged into Whyville at any given time, we had to filter out those who were in the same virtual space on Whyville and then determine whether they were conversing with each other.
 
4
Cf Rodney Jones’ work as described in Leander (2008). Jones certainly studied learning across a large group of students, but not in the detailed way that we have–piecing together conversations and events that took place in multiple spaces.
 
5
While we cannot say for sure that the tweens were at home simply because they were not in class or the club, the opportunities for them to play on Whyville as 9-12 year olds in places outside of school and home are few and far between, based on our knowledge of the activities of youth at the school.
 
Literatur
Zurück zum Zitat Anderson, R. C., Nguyen-Jahiel, K., McNurlen, B., Archodidou, A., Kim, S.-Y., Reznitskaya, A., et al. (2001). The snowball phenomenon: spread of ways of talking and ways of thinking across groups of children. Cognition and Instruction, 19(1), 1–46.CrossRef Anderson, R. C., Nguyen-Jahiel, K., McNurlen, B., Archodidou, A., Kim, S.-Y., Reznitskaya, A., et al. (2001). The snowball phenomenon: spread of ways of talking and ways of thinking across groups of children. Cognition and Instruction, 19(1), 1–46.CrossRef
Zurück zum Zitat Barab, S. A., Hay, K. E., Barnett, M., & Squire, K. (2001). Constructing virtual worlds: Tracing the historical development of learner practices. Cognition and Instruction, 19(1), 47–94.CrossRef Barab, S. A., Hay, K. E., Barnett, M., & Squire, K. (2001). Constructing virtual worlds: Tracing the historical development of learner practices. Cognition and Instruction, 19(1), 47–94.CrossRef
Zurück zum Zitat Barab, S. A., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86–107.CrossRef Barab, S. A., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86–107.CrossRef
Zurück zum Zitat Bainbridge, W. S. (2007). The scientific research potential of virtual worlds. Science, 317(5837), 472–476.CrossRef Bainbridge, W. S. (2007). The scientific research potential of virtual worlds. Science, 317(5837), 472–476.CrossRef
Zurück zum Zitat Beavis, C., Nixon, H., & Atkinson, S. (2005). LAN cafes: Cafes, places of gathering, or sites if informal teaching and learning? Education, Communication, Information, 5(1), 41–60. Beavis, C., Nixon, H., & Atkinson, S. (2005). LAN cafes: Cafes, places of gathering, or sites if informal teaching and learning? Education, Communication, Information, 5(1), 41–60.
Zurück zum Zitat Brown, A., & Campione, J. (1994). Guided discovery in a community of learners. In K. McGilly (Ed.), Classroom lessons: Integrating cognitive theory and classroom practice (pp. 229–290). Cambridge, MA: MIT. Brown, A., & Campione, J. (1994). Guided discovery in a community of learners. In K. McGilly (Ed.), Classroom lessons: Integrating cognitive theory and classroom practice (pp. 229–290). Cambridge, MA: MIT.
Zurück zum Zitat Bruckman, A. (2000). Situated support for learning: storm’s weekend with Rachael. The Journal of the Learning Sciences, 9(3), 329–372.CrossRef Bruckman, A. (2000). Situated support for learning: storm’s weekend with Rachael. The Journal of the Learning Sciences, 9(3), 329–372.CrossRef
Zurück zum Zitat Bruckman, A. (2006). Analysis of log file data to understand behavior and learning in an online community. In J. Weiss, J. Nolan, J. Hunsinger, & P. Trifonas (Eds.), The International handbook of virtual learning environments (pp. 1449–1465). Netherlands: Springer.CrossRef Bruckman, A. (2006). Analysis of log file data to understand behavior and learning in an online community. In J. Weiss, J. Nolan, J. Hunsinger, & P. Trifonas (Eds.), The International handbook of virtual learning environments (pp. 1449–1465). Netherlands: Springer.CrossRef
Zurück zum Zitat Charmaz, K. (2000). Grounded theory: objectivist and constructivist methods. In N. K. Denzin, & Y. S. Lincoln (Eds.), Handbook of qualitative research (pp. 509–535). Thousand Oaks, CA: Sage. Charmaz, K. (2000). Grounded theory: objectivist and constructivist methods. In N. K. Denzin, & Y. S. Lincoln (Eds.), Handbook of qualitative research (pp. 509–535). Thousand Oaks, CA: Sage.
Zurück zum Zitat Ching, C. C., & Kafai, Y. B. (2008). Peer pedagogy: student collaboration and reflection in a learning through design project. Teachers College Press. Retrieved June 17, 2008, from http://tcrecord.org. Ching, C. C., & Kafai, Y. B. (2008). Peer pedagogy: student collaboration and reflection in a learning through design project. Teachers College Press. Retrieved June 17, 2008, from http://​tcrecord.​org.
Zurück zum Zitat Clarke, J., & Dede, C. (2007). MUVEs as a powerful means to study situated learning. In C. Chinn, G. Erkins, & S. Puntambekar (Eds.), The proceedings of CSCL 2007: Of mice, minds and society. New Brunswick, NJ, USA. Clarke, J., & Dede, C. (2007). MUVEs as a powerful means to study situated learning. In C. Chinn, G. Erkins, & S. Puntambekar (Eds.), The proceedings of CSCL 2007: Of mice, minds and society. New Brunswick, NJ, USA.
Zurück zum Zitat Cohen, E. G., & Lotan, R. A. (1995). Producing equal-status interaction in the heterogeneous classroom. American Educational Research Journal, 32(1), 99–120. Cohen, E. G., & Lotan, R. A. (1995). Producing equal-status interaction in the heterogeneous classroom. American Educational Research Journal, 32(1), 99–120.
Zurück zum Zitat Dede, C., Nelson, B., Ketelhut, D. J., Clarke, J., & Bowman, C. (2004). Design-based research strategies for studying situated learning in a multi-user virtual environment. In Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, & F. Herrera (Eds.), Proceedings of the sixth international conference of the learning sciences. Mahwah, NJ: Lawrence Erlbaum Associates. Dede, C., Nelson, B., Ketelhut, D. J., Clarke, J., & Bowman, C. (2004). Design-based research strategies for studying situated learning in a multi-user virtual environment. In Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, & F. Herrera (Eds.), Proceedings of the sixth international conference of the learning sciences. Mahwah, NJ: Lawrence Erlbaum Associates.
Zurück zum Zitat Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. (2006). Building an MMO with mass appeal: a look at gameplay in World of Warcraft. Games and Culture, 1, 281–317.CrossRef Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. (2006). Building an MMO with mass appeal: a look at gameplay in World of Warcraft. Games and Culture, 1, 281–317.CrossRef
Zurück zum Zitat Engeström, Y. (2008). From design experiments to formative interventions. In V. Jonker, A. Lazonder, & C. Hoadley (Eds.), Proceedings of the eighth international conference of the learning sciences. Utrecht, Netherlands: University of Utrecht. Engeström, Y. (2008). From design experiments to formative interventions. In V. Jonker, A. Lazonder, & C. Hoadley (Eds.), Proceedings of the eighth international conference of the learning sciences. Utrecht, Netherlands: University of Utrecht.
Zurück zum Zitat Fields, D. A., & Kafai, Y. B. (2007). Stealing from Grandma or generating knowledge: Contestations and effects of cheats in a tween virtual world. In A. Baba (Ed.), Situated play: Proceedings of the third international conference of the digital games research association (DiGRA) (pp. 194–202). Tokyo, Japan: The University of Tokyo. Fields, D. A., & Kafai, Y. B. (2007). Stealing from Grandma or generating knowledge: Contestations and effects of cheats in a tween virtual world. In A. Baba (Ed.), Situated play: Proceedings of the third international conference of the digital games research association (DiGRA) (pp. 194–202). Tokyo, Japan: The University of Tokyo.
Zurück zum Zitat Fields, D. A., & Kafai, Y. B. (2008). Knowing and throwing mudballs, hearts, pies, and flowers: A connective ethnography of gaming practices. In V. Jonker, A. Lazonder, & C. Hoadley (Eds.), Proceedings of the eighth international conference of the learning sciences. Utrecht, Netherlands: University of Utrecht. Fields, D. A., & Kafai, Y. B. (2008). Knowing and throwing mudballs, hearts, pies, and flowers: A connective ethnography of gaming practices. In V. Jonker, A. Lazonder, & C. Hoadley (Eds.), Proceedings of the eighth international conference of the learning sciences. Utrecht, Netherlands: University of Utrecht.
Zurück zum Zitat Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan. Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan.
Zurück zum Zitat Geertz, C. (1973). The interpretation of cultures: Selected essays. New York: Basic Books. Geertz, C. (1973). The interpretation of cultures: Selected essays. New York: Basic Books.
Zurück zum Zitat Glaser, B. G., & Strauss, A. L. (1967). The discovery of grounded theory. Chicago: Aldine. Glaser, B. G., & Strauss, A. L. (1967). The discovery of grounded theory. Chicago: Aldine.
Zurück zum Zitat Goodwin, M. H. (2006). Hidden lives of girls: Games of stance, status and exclusion. Oxford: Blackwell. Goodwin, M. H. (2006). Hidden lives of girls: Games of stance, status and exclusion. Oxford: Blackwell.
Zurück zum Zitat Hine, C. (2000). Virtual ethnography. London: Sage. Hine, C. (2000). Virtual ethnography. London: Sage.
Zurück zum Zitat Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: MIT. Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: MIT.
Zurück zum Zitat Jansz, J., & Martens, L. (2005). Gaming at a LAN event: The social context of playing video games. New Media & Society, 7(3), 333–355.CrossRef Jansz, J., & Martens, L. (2005). Gaming at a LAN event: The social context of playing video games. New Media & Society, 7(3), 333–355.CrossRef
Zurück zum Zitat Jones, R. (2004). The problem of context in computer mediated communication. In P. LeVine, & R. Scollon (Eds.), Discourse and technology: Multimodal discourse analysis (pp. 20–23). Washington D. C.: Georgetown University Press. Jones, R. (2004). The problem of context in computer mediated communication. In P. LeVine, & R. Scollon (Eds.), Discourse and technology: Multimodal discourse analysis (pp. 20–23). Washington D. C.: Georgetown University Press.
Zurück zum Zitat Kafai, Y. B. (2008). Gender play in a tween gaming club. In Y. B. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat (pp. 111–124). Cambridge, MA: MIT. Kafai, Y. B. (2008). Gender play in a tween gaming club. In Y. B. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat (pp. 111–124). Cambridge, MA: MIT.
Zurück zum Zitat Kafai, Y. B., Feldon, D., Fields, D. A., Giang, M., & Quintero, M. (2007). Life in the time of Whypox: A virtual epidemic as a community event. In C. Steinfield, B. Pentland, M. Ackerman, & N. Contractor (Eds.), Communities and technologies 2007 (pp. 171–190). New York: Springer. Kafai, Y. B., Feldon, D., Fields, D. A., Giang, M., & Quintero, M. (2007). Life in the time of Whypox: A virtual epidemic as a community event. In C. Steinfield, B. Pentland, M. Ackerman, & N. Contractor (Eds.), Communities and technologies 2007 (pp. 171–190). New York: Springer.
Zurück zum Zitat Kafai, Y. B., & Giang, M. (2008). Virtual playgrounds. In T. Willoughby, & E. Wood (Eds.), Children’s learning in a digital world (pp. 196–217). Oxford: Blackwell. Kafai, Y. B., & Giang, M. (2008). Virtual playgrounds. In T. Willoughby, & E. Wood (Eds.), Childrens learning in a digital world (pp. 196–217). Oxford: Blackwell.
Zurück zum Zitat Kim, I.-H., Anderson, R. C., Nguyen-Jahiel, K., & Archodidou, A. (2007). Discourse patterns during children’s collaborative online discussions. The Journal of the Learning Sciences, 16(3), 333–370. Kim, I.-H., Anderson, R. C., Nguyen-Jahiel, K., & Archodidou, A. (2007). Discourse patterns during children’s collaborative online discussions. The Journal of the Learning Sciences, 16(3), 333–370.
Zurück zum Zitat Lam, W. S. E. (2000). Second language literacy and the design of the self: a case study of a teenager writing on the Internet. TESOL Quarterly, 34(3), 457–483.CrossRef Lam, W. S. E. (2000). Second language literacy and the design of the self: a case study of a teenager writing on the Internet. TESOL Quarterly, 34(3), 457–483.CrossRef
Zurück zum Zitat Lam, W. S. E. (2004). Border discourses and identities in transnational youth culture. In J. Mahiri (Ed.), What they don’t learn in school: Literacy in the lives of urban youth (pp. 79–97). New York: Peter Lang. Lam, W. S. E. (2004). Border discourses and identities in transnational youth culture. In J. Mahiri (Ed.), What they don’t learn in school: Literacy in the lives of urban youth (pp. 79–97). New York: Peter Lang.
Zurück zum Zitat Latour, B. (2005). Reassembling the social: An introduction to Actor-Network-Theory. Clarendon: Oxford University Press. Latour, B. (2005). Reassembling the social: An introduction to Actor-Network-Theory. Clarendon: Oxford University Press.
Zurück zum Zitat Lægran, A. S., & Stewart, J. (2003). Nerdy, trendy or healthy? Configuring the Internet café. New Media & Society, 5(3), 357–377.CrossRef Lægran, A. S., & Stewart, J. (2003). Nerdy, trendy or healthy? Configuring the Internet café. New Media & Society, 5(3), 357–377.CrossRef
Zurück zum Zitat Lave, J., & Wenger, E. (1991). Situated learning and legitimate peripheral participation. Cambridge: Cambridge University Press. Lave, J., & Wenger, E. (1991). Situated learning and legitimate peripheral participation. Cambridge: Cambridge University Press.
Zurück zum Zitat Leander, K. M. (2008). Toward a connective ethnography of online/offline literacy networks. In D. Leu, J. Cairo, M. Knobel, & C. Lankshear (Eds.), Handbook of research on new literacies (pp. 33–65). New York: Erlbaum. Leander, K. M. (2008). Toward a connective ethnography of online/offline literacy networks. In D. Leu, J. Cairo, M. Knobel, & C. Lankshear (Eds.), Handbook of research on new literacies (pp. 33–65). New York: Erlbaum.
Zurück zum Zitat Leander, K. M., & Lovvorn, J. F. (2006). Literacy networks: following the circulation of texts, bodies, and objects in the schooling and online gaming of one youth. Cognition and Instruction, 24(3), 291–340.CrossRef Leander, K. M., & Lovvorn, J. F. (2006). Literacy networks: following the circulation of texts, bodies, and objects in the schooling and online gaming of one youth. Cognition and Instruction, 24(3), 291–340.CrossRef
Zurück zum Zitat Leander, K. M., & McKim, K. K. (2003). Tracing the everyday ‘sitings’ of adolescents on the Internet: A strategic adaptation of ethnography across online and offline spaces. Education, Communication, Information, 3(2), 211–240.CrossRef Leander, K. M., & McKim, K. K. (2003). Tracing the everyday ‘sitings’ of adolescents on the Internet: A strategic adaptation of ethnography across online and offline spaces. Education, Communication, Information, 3(2), 211–240.CrossRef
Zurück zum Zitat Lin, H. (2008). A cultural geography of gaming experiences in homes, cybercafés and dormitories. In Y. B. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat (pp. 67–82). Cambridge: MIT. Lin, H. (2008). A cultural geography of gaming experiences in homes, cybercafés and dormitories. In Y. B. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat (pp. 67–82). Cambridge: MIT.
Zurück zum Zitat Lindtner, S., Nardi, B., Wang, Y., Mainwaring, S., Jing, H., Liang, W. (2008). A hybrid cultural ecology: World of Warcraft in China. Proceedings of CSCW. San Diego, California. Lindtner, S., Nardi, B., Wang, Y., Mainwaring, S., Jing, H., Liang, W. (2008). A hybrid cultural ecology: World of Warcraft in China. Proceedings of CSCW. San Diego, California.
Zurück zum Zitat Nardi, B. A., Ly, S., & Harris, J. (2007). Learning conversation in World of Warcraft. Proceedings, HICSS. Nardi, B. A., Ly, S., & Harris, J. (2007). Learning conversation in World of Warcraft. Proceedings, HICSS.
Zurück zum Zitat Phaire, C. B., Cady, D., Hommel, M., Jarrett, K., Robbins, T., & Chamberlain, B. (2008). Games and learning in practice: An educator panel on implementing curricula. Madison, WI: Symposium presented at the annual conference of Games + Learning + Society 4.0 July. Phaire, C. B., Cady, D., Hommel, M., Jarrett, K., Robbins, T., & Chamberlain, B. (2008). Games and learning in practice: An educator panel on implementing curricula. Madison, WI: Symposium presented at the annual conference of Games + Learning + Society 4.0 July.
Zurück zum Zitat Rogoff, B., Paradise, R., Arauz, R. M., Correa-Chavez, M., & Angelillo, C. (2003). Firsthand learning through intent participation. Annual Review of Psychology, 54, 175–203.CrossRef Rogoff, B., Paradise, R., Arauz, R. M., Correa-Chavez, M., & Angelillo, C. (2003). Firsthand learning through intent participation. Annual Review of Psychology, 54, 175–203.CrossRef
Zurück zum Zitat Roth, W.-M. (1996). Knowledge diffusion in a grade 4–5 classroom during a unit on civil engineering: An analysis of a classroom community in terms of its changing resources and practices. Cognition and Instruction, 4(2), 179–220. Roth, W.-M. (1996). Knowledge diffusion in a grade 4–5 classroom during a unit on civil engineering: An analysis of a classroom community in terms of its changing resources and practices. Cognition and Instruction, 4(2), 179–220.
Zurück zum Zitat Steinkuehler, C. A. (2006). Massively multiplayer online video gaming as participation in a discourse. Mind, Culture, and Activity, 13(1), 38–52.CrossRef Steinkuehler, C. A. (2006). Massively multiplayer online video gaming as participation in a discourse. Mind, Culture, and Activity, 13(1), 38–52.CrossRef
Zurück zum Zitat Steinkuehler, C. A., Duncan, S. C., & Simkins, D. W. (2007). Massively multiplayer online games & education: An outline of research. In C. Chinn, G. Erkins, & S. Puntambekar (Eds.), The proceedings of CSCL 2007: Of mice, men and society (pp. 674–684). New Brunswick, NJ, USA. Steinkuehler, C. A., Duncan, S. C., & Simkins, D. W. (2007). Massively multiplayer online games & education: An outline of research. In C. Chinn, G. Erkins, & S. Puntambekar (Eds.), The proceedings of CSCL 2007: Of mice, men and society (pp. 674–684). New Brunswick, NJ, USA.
Zurück zum Zitat Stevens, R., Satwicz, T., & McCarthy, L. (2008). In-game, in-room, in-world: Reconnecting video game play to the rest of kids’ lives. In K. Salen (Ed.), Ecology of games: MacArthur foundation series on digital media and learning (pp. 41–66). Cambridge, MA: The MIT. Stevens, R., Satwicz, T., & McCarthy, L. (2008). In-game, in-room, in-world: Reconnecting video game play to the rest of kids’ lives. In K. Salen (Ed.), Ecology of games: MacArthur foundation series on digital media and learning (pp. 41–66). Cambridge, MA: The MIT.
Zurück zum Zitat Taylor, T. L. (2006). Play between worlds. Cambridge: MIT. Taylor, T. L. (2006). Play between worlds. Cambridge: MIT.
Zurück zum Zitat Windschitl, M. (2001). The diffusion and appropriation of ideas in the science classroom: Developing a taxonomy of events occurring between groups of learners. Journal of Research in Science Teaching, 38(1), 17–42.CrossRef Windschitl, M. (2001). The diffusion and appropriation of ideas in the science classroom: Developing a taxonomy of events occurring between groups of learners. Journal of Research in Science Teaching, 38(1), 17–42.CrossRef
Metadaten
Titel
A connective ethnography of peer knowledge sharing and diffusion in a tween virtual world
verfasst von
Deborah A. Fields
Yasmin B. Kafai
Publikationsdatum
01.03.2009
Verlag
Springer US
Erschienen in
International Journal of Computer-Supported Collaborative Learning / Ausgabe 1/2009
Print ISSN: 1556-1607
Elektronische ISSN: 1556-1615
DOI
https://doi.org/10.1007/s11412-008-9057-1

Weitere Artikel der Ausgabe 1/2009

International Journal of Computer-Supported Collaborative Learning 1/2009 Zur Ausgabe

EditorialNotes

Yes we can!

Premium Partner