2009. Online Mobile Communities to Facilitate the
Transcription
2009. Online Mobile Communities to Facilitate the
D 3.1 Literature Review on Online Communities Grant Agreement Number 224369 Project Acronym Come In Project title Online Mobile Communities to Facilitate the Social Inclusion of Young Marginalised People Project Coordinator Pilar Pérez / Project Manager / Atos Origin Tel / Fax: +34 91 214 9362 / +34 91 214 9362 e-mail: [email protected] Project website www.comein-project.eu Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Deliverable Number D 3.1 Deliverable Title Literature Review on Online Communities Status Draft Work Package 3 Dissemination level PU Date of submission 23/12/2008 Author(s) Jean Johnson, Jonny Dyer, Carole Chapman, Richard Hebenton, Ben Lockyer and Kate Luck Contributor(s) I-TRUST Peer Reviewer(s) ZSI Keywords Online Community, Mobile Devices, Marginalised Young People Document Status Sheet Issue Date V01 2008.12.23 Initial draft V02 2009.01.19 Final draft Grant Agreement nº 224369 Comment Author PUBLIC 2/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Table of Contents Ta ble of C ont e nts ............................................................................. 3 Li st of Ta bles .................................................................................... 6 Li st of Fi gur es .................................................................................. 6 1 Exec ut ive S umm ar y ..................................................................... 7 2 Int r oduct ion a n d Ove rv ie w of t he L ite rat ur e ................................ 8 2.1 Definitions of Terms.............................................................................................................. 8 2.1.1 Youth .............................................................................................................................. 8 2.1.2 Marginalised Youth........................................................................................................ 9 2.1.3 NEETs (“Not in Education, Employment or Training”)................................................ 9 2.2 Accepted Definitions for WP3 ............................................................................................ 10 2.2.1 Online Community ....................................................................................................... 10 2.2.2 Online Learning Community ....................................................................................... 12 2.2.3 Social Networks ........................................................................................................... 12 2.2.4 Social Software............................................................................................................ 13 2.2.5 Web 2.0 ........................................................................................................................ 14 2.2.6 Mobile Web 2.0............................................................................................................ 15 2.2.7 Social Capital............................................................................................................... 16 2.2.8 Edutainment................................................................................................................. 17 2.2.9 Netiquette..................................................................................................................... 17 2.2.10 User Defined Content ............................................................................................... 18 3 Forma l and Inf orm al O nline C om m un it ie s ................................. 19 3.1 Comparisons of Formal and Informal Online Communities............................................. 19 3.2 Prevalence of use of Online Communities amongst Young People ............................... 21 3.3 Young People’s Use of Online Communities and Popular Social Networking Sites ..... 25 3.3.1 Facebook ..................................................................................................................... 25 3.3.2 MySpace ...................................................................................................................... 27 3.3.3 Bebo ............................................................................................................................. 28 3.3.4 Wikipedia...................................................................................................................... 28 3.3.5 YouTube....................................................................................................................... 29 3.3.6 Second Life .................................................................................................................. 29 3.3.7 Habbo Hotel ................................................................................................................. 30 3.3.8 LinkedIn........................................................................................................................ 31 3.4 Health and Safety issues ................................................................................................... 31 3.5 Psycho-Social Issues ......................................................................................................... 33 Grant Agreement nº 224369 PUBLIC 3/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 4 Onli ne C om m u nit ies a nd L ea rn in g ............................................ 36 4.1 Contemporary Constructivist Pedagogy – e-learning ...................................................... 37 5 M obi le O nl ine Co m mu nities ....................................................... 42 5.1 Prevalence of Mobile Communities................................................................................... 42 5.2 Other Relevant Research into Existing Mobile Online Communities.............................. 44 5.2.1 Ericsson Online Community ....................................................................................... 47 5.2.2 Rabble .......................................................................................................................... 47 5.2.3 GyPSii .......................................................................................................................... 48 5.2.4 Dodgeball ..................................................................................................................... 48 5.2.5 MobilED........................................................................................................................ 48 5.2.6 Socialight...................................................................................................................... 49 5.2.7 SuperClubsPLUS and GoldStarCafe ......................................................................... 49 6 What Mak es a n O nl i ne Co mm u n ity S ucc essf ul? ........................ 50 6.1 Penetration of Online Communities................................................................................... 50 6.2 General Characteristics of Online Communities .............................................................. 51 6.3 Characteristics of Successful Online Learning Communities.......................................... 55 6.4 Characteristics of Successful Mobile Communities ......................................................... 60 6.5 Core Characteristics as Viewed by Academics................................................................ 63 6.5.1 Whittaker et al.............................................................................................................. 63 6.5.2 Mimeles ........................................................................................................................ 63 6.5.3 Lazar and Preece ........................................................................................................ 64 6.5.4 Hernandes and Fresneda ........................................................................................... 65 6.5.5 Farrior ........................................................................................................................... 65 6.5.6 Brooks and Oliver ........................................................................................................ 66 7 Ca se St udie s on O nl i ne Lea rn in g .............................................. 69 7.1 Notschool.net ...................................................................................................................... 69 7.2 Not School – Not Home – Schome ................................................................................... 70 7.3 Nisai Virtual Academy ........................................................................................................ 71 7.4 Mixopolis – Intercultural Online-Portal for Young People ................................................ 72 7.5 TeleMentoring ..................................................................................................................... 74 7.6 Cyberhus ............................................................................................................................. 75 8 Cha ract er ist ic s of S ucc essf ul O nline C o mm unit ie s .................. 77 8.1 List of Shared Features of the Most Successful Online Communities............................ 77 8.1.1 Purpose ........................................................................................................................ 77 8.1.2 Participation ................................................................................................................. 79 8.1.3 Netiquette / Code of Conduct ..................................................................................... 80 8.1.4 Design / User Friendly................................................................................................. 80 Grant Agreement nº 224369 PUBLIC 4/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 8.1.5 Technology .................................................................................................................. 81 8.1.6 Roles ............................................................................................................................ 82 8.1.7 Subgroups.................................................................................................................... 82 9 Conclusio n ................................................................................. 83 10 Ap pe ndic es .............................................................................. 87 Appendix A ................................................................................................................................ 87 Appendix B ................................................................................................................................ 88 Appendix C ................................................................................................................................ 89 12 Bi bli og ra phy ............................................................................ 92 Grant Agreement nº 224369 PUBLIC 5/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities List of Tables Table 1. Teen Internet Activities............................................................................... 22 Table 2. Users of Social Networking Sites are more likely to create content ............ 24 Table 3. Growth of Selected Social Networking Sites .............................................. 25 Table 4. Growth of Facebook................................................................................... 26 Table 5. Students’ use of Facebook......................................................................... 26 Table 6. Users of Mobile Social Networks................................................................ 42 Table 7. Selected academics against selected successful characteristics ............... 77 List of Figures Figure 1. Salmon’s five-stage model of elearning .................................................... 38 Figure 2. Facebook and MySpace mobile interfaces................................................ 45 Figure 3. Subercaze et al.’s Platform for Use-case “Video sharing” ......................... 62 Grant Agreement nº 224369 PUBLIC 6/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 1 Executive Summary This review is of the published literature that identifies the common characteristics of successful online communities, particularly those transferable to a mobile platform. Identifying these characteristics will assist the ComeIn project in its overall aim of designing and implementing a mobile learning platform for Marginalised Young People (MYP). More information is available at: www.comein-project.eu. ‘This package will inform WP 5 (Cellular Platform Infrastructure) and feed into WP 4 (Content design and interface for online communities for mobile devices).’ There is limited published material that deals solely with online communities for marginalised youth, therefore this review has identified the research that is best fit to the ComeIn criteria. There is considerable published literature on the characteristics of successful online communities, although there is little consensus amongst academics regarding their characteristics. This review attempts to identify the successful characteristics of different community types: general online communities, learning communities and mobile communities. It then analyses the core overall characteristics that apply to all online communities, particularly in respect to marginalised youth. Finally, the review synthesises the main characteristics highlighted by the current literature and attempts to distinguish those that are transferable to a mobile platform. Evolving technology means that some of the older literature is dated, so this literature review identifies those features that are still relevant. Due to the constant flux of research on use of mobile phones and social networking sites, this review concentrates on current research studies. The research and articles summarised in this review have identified many of the general successful characteristics of online communities including: purpose, participation, code of conduct, usable design, technology, user roles and subgroups. These factors have been recognised in Table 7. Purpose has been identified as a salient factor. Without purpose there are no participants, or only fleeting participation. Purposeful structure can help to establish a meaningful and relevant community. While purpose may be what attracts individuals or groups to a community, participation is core and continual participation makes a community successful. For participation to exist the technological structure of the site must suit the requirements of the community. The design must incorporate usability, roles within the online space must be clearly defined and subgroups offered to both extend and concentrate the purpose of the online space. These characteristics, identified through this literature review, are key components for the development of successful online communities. Grant Agreement nº 224369 PUBLIC 7/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 2 Introduction and Overview of the Literature The purpose of this literature review is to ensure that the ComeIn project is familiar with literature relevant to formal and informal online communities for the 14 - 21 age group: It will: • develop an overview of relevant literature including sources such as Internet sources and online forums • examine what characteristics make an online community successful for this age group • develop a list of the features of both formal and informal online communities • focus ideas to enable the development of a framework for task 3.2 • inform the further development of the ComeIn project, particularly WP4 and WP5 The literature review will seek to discover how success has been interpreted in existing online communities. Analysing the existing literature and developing an understanding of some in depth case studies a list of key features can be identified within a pan European context. 2.1 Definitions of Terms WP2 has defined key concepts relevant to the ComeIn project. These include: 2.1.1 Youth Youth, from both a sociological and physiological standpoint, is regarded as a social construction. According to Colley 1 et al. (2007) youth can be seen to be as either a transitional period to adulthood or a juncture within one’s life. However, the definition varies depending on culture and has changed dramatically through time. 1 Colley, H; Boetzelen, P; Hoskins, B & Pareva, T (2007) Social inclusion and young people: breaking down the barriers Available at: http://www.youth-partnership.net/export/sites/default/youthpartnership/documents/Research/2007_Social_inclusion_young_people.pdf [accessed 17th December 2008] Grant Agreement nº 224369 PUBLIC 8/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Youth is mainly described as the transition from childhood to adulthood (Tully2, 2002). It is considered to be transitional rather than a clear-cut age range (Walther3, 2006). Understanding youth in terms of age is more related to policy-favoured definitions. The United Nations4 define youth as the age range spanning from 15 to 24 years. The ComeIn target group is the range between 14 and 21 years (WP 25). It is policy-defined due to its foundation in education. 2.1.2 Marginalised Youth For the ComeIn Study the consortium adopts the following definition for marginalised youth: “young people with fewer opportunities”.6 The target group are specifically youth: a) of compulsory school age but outside formal education b) of post-compulsory school age and not in education, employment or training {NEETs} Due to the lack of information regarding MYP and their involvement in online communities, this literature review will deal with research that best fits the age bracket of 14-21 years old, stipulated in the ComeIn project. However, as with the previous Work Package 2 (WP 2), the review will have “young people with fewer opportunities”7 in mind throughout the exploration. 2.1.3 NEETs8 (“Not in Education, Employment or Training”) This term is already defined in WP 29 The young people who are NEET at some point between 16-18 years of age are likely to belong to one of three categories: 2 Tully, C. (2002), Youth in motion: Communicative and mobile. A commentary from the perspective of youth sociology Available at: http://logic.itsc.cuhk.edu.hk/~b114299/young/2002/2-ClausTully.htm [accessed 17th December 2008] 3 Walther, A. (2006), Regimes of youth transitions Available at: http://you.sagepub.com/cgi/content /abstract/14/2/119 [accessed 17th December 2008] 4 United Nations (2007), World Youth Report 2007 Available at: http://books.google.com/books ?id=yKhFUpop1hoC&pg=PA80&lpg=PA80&dq=united+nations+defintion+of+youth&source=web&ots=R eLbnRDBsp&sig=9RNvrhpuasYb8jQGXiSkNRLa_nY&hl=en&sa=X&oi=book_result&resnum=4&ct=resul th t#PPP1,M1 [accessed 17 December 2008] 5 ComeIn Project (2008), Online Mobile Communities to Facilitate the Social Inclusion of Young Marginalised People, p.11 6 Ibid p.10 7 Unterfrauner, E. & Marschalek, I. (2008), D 2.1 Report on state-of-the-art framework for analysing marginalised youth, p. 15 8 Johnson, J & Dyer, J (2008) Citizens Online & National Centre for Social Research. (NATCEN: 2, 4 and 6). Digital Exclusion Profiling of Vulnerable Groups 9 Ibid p.16 Grant Agreement nº 224369 PUBLIC 9/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities • Core NEET – those with social and behavioural problems including those who come from families where unemployment is the norm. • Floating NEET – young people who lack direction, motivation and tend to have spells of being NEET in between further education courses or employment with no training. This group contributes to the issue of NEET churn (repeated failure and drop out from education/training/work back into NEET status). • Transition/gap year NEET – those young people who have often chosen to take time out before progressing onto further or higher education opportunities, and are likely to return to education, training or employment, but it is not always clear when this will occur. 2.2 Accepted Definitions for WP3 Further key concepts are defined within this literature review, which are relevant to the work of WP3, 4 and 5. These definitions have been drawn from existing literature to support detailed analysis of a number of existing online communities. 2.2.1 Online Community Online communities can be defined in terms of Wenger’s10 (2004) concept of communities of practice. He defines three key characteristics of communities of practice as (see Appendix A): • Domain. The distinction between a community and a community of practice is that the latter has a shared domain of interest. ‘The domain is not necessarily something recognisable as ‘expertise’ outside the community.’ • Community. In the common pursuit of their interest, members engage with one another. They begin to build relationships, which invokes discussion, sharing information and ultimately learning from each other. • Practice. Once set up, the members become practitioners. They share experiences, which can be assessed to deal with individual situations. Moule11 (2006) and Brown12 (2005) describe Wenger’s essential dimensions to a community as: mutual engagement, joint enterprise and shared repertoire. To maintain a community there must be regular interaction, whether through formal 10 Wenger, E. (2004), Communities of practice- a brief introduction Available from: http://www.ewenger.com/theory/index.htm [Accessed 10th November 2008] 11 Moule, P. (2006), Developing the Communities of Practice, Framework for On-Line Learning The Electronic Journal of e- Learning Volume 4 Issue 2, pp 133 – 140 Available at: http://www.ejel.org/volume-4/v4-i2/moule.pdf [Accessed 25th November 2008] 12 Brown, R. (2005), Pragmatic Suggestions for Growing On-line Communities of Practice Available at: http://www.associatedcolleges-tc.org/cotf/COTFXI/materials/Pragmatic-handout.pdf [Accessed 10th November 2008] Grant Agreement nº 224369 PUBLIC 10/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities meetings or informal exchange. According to Wenger13 et al. (2005) communities of practice evolve as technology improves. Wenger believes there has been a significant shift since the introduction of Web 2.0. Communities of practice are no longer limited by location, as long as there is appropriate technology for their needs, they can communicate across the globe. There are now tools that can help manage emerging relationships and configure unique ways in which to interact. Wenger14 (2005) believed that the technology should suit the design of the community, recognising that the uncontrolled updating to the latest technology could cause a power shift. The technology should encourage mutual engagement. Following from Wenger’s community of practice, Rheingold15 (1993) defined a virtual community as a social aggregation that has emerged online, which is able to carry public discussion for a long duration. The community members are able to form relationships through this discussion. Rheingold16 (2002) later updated his description, Virtual communities are social environments organised around shared interests, many-to-many communication, web-based media (which is always evolving) and relatively uncoupled with physical life. Alternatively, Fernback17 and Thompson (1995) defined an online community as a social relationship constructed in cyberspace through repeated contact within set boundaries. Similarly, Koh18 and Kim (2001) defined an online community as a group of people with a common interest or goal within cyberspace. Mimeles 19 (2006) defines an online community as an organisation’s presence on the Internet, which contains some or all of the following: • • • a communication and information exchange forum a self-service resource centre organisational tools for managing system requirements An online community has also been defined as “a group of persons with similar interests and goals which build a common knowledge base through social interaction 13 Wenger, E; White, N; Smith, J. & Rowe, K. (2005), Technology for communities Available at: http://technologyforcommunities.com/CEFRIO_Book_Chapter_v_5.2.pdf [Accessed 2nd December 2008] 14 Wenger, E; White, N; Smith, J. & Rowe, K. (2005), Technology for communities Available at: http://technologyforcommunities.com/CEFRIO_Book_Chapter_v_5.2.pdf [Accessed 2nd December 2008] 15 Rheingold, H. (1993), The Virtual Community [e-book] Perseus Books. Available at: http://www.rheingold.com/vc/book/ [Accessed 14th November 2008] 16 Rheingold, H. (2002), Mobile Virtual Communities. Available at: http://www.vodafone.com /flash/receiver/06/articles/pdf/02.pdf [Accessed 17th November 2008] 17 Fernback, J & Thompson, B (1995), Virtual Communities: Abort, Retry, Failure? Available at: http://www.rheingold.com/texts/techpolitix/VCcivil.html [Accessed 14th November 2008] 18 Koh, J & Kim, YG (2001), Sense of Virtual Community: Determinants and the Moderating Role of the Virtual Community Origin. Available at: http://cq-pan.cqu.edu.au/david-jones/Reading/ICIS_ 2001/01TRP14.pdf [Accessed 14th November 2008] 19 Mimeles D. (2006), Building Successful Online Communities. Available at: th www.ccfbest.org/webtechnology/onlinecommunities.htm, [Accessed 5 November 2008] Grant Agreement nº 224369 PUBLIC 11/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities and participation on the basis of an Information and Communication Technology.” (Dimai20, n.d.) Although Laine21 (2006) believed that a virtual community consists of people interacting (sharing a common interest, problem or task, in respect to a code of conduct via a technological platform), Daniel22 (2002) suggests that virtual communities are not bound together by common interests alone, it is a collection of factors that constitute community. Finally Baker23 (n.d.) describes an online community as, ‘a computer-mediated space where groups of people come together for some common purpose or activity over a period of time forming webs of personal relationships.’24 For the purposes of this literature review the terms online community and virtual community are used as interchangeable; where a referenced author has discussed virtual communities we interpreted this to mean online communities (within the context of the Internet). 2.2.2 Online Learning Community “An online learning community is a group of people who communicate with each other on the Internet to share information, learn more about a topic, and/or work on a project of mutual interest” (Mason,25 2005). Similarly, Seufert 26 et al. (2002) define online learning communities as “ensembles of agents, who share a common language, world, values in terms of pedagogical approach and knowledge to be acquired and pursue a common learning goal by communicating and cooperating through electronic media in the learning process.”27 2.2.3 Social Networks 20 Dimai, B. & Ebner, M. (n.d.), Community without a vision won’t work. p. 3, Available at: th http://www.inter-disciplinary.net/ci/mm/mm1/dimai_ebner%20paper.pdf, [Accessed 6 November 2008] 21 Laine, M. (2006), Key Success Factors of Virtual Communities. Available at: http://users.tkk.fi/ ~molaine3/ml_mastersthesis_310506_public.pdf [Accessed 27th November 2008] 22 Daniel, B (2002), Building Social Capital in Virtual Learning Communities Available at: http://www.usask.ca/education/coursework/802papers/daniel/daniel.pdf [Accessed 26th November 2008] 23 Baker, T (n.d.), Online Communities: A Brief Overview Available at: http://www.sedi.org/dataregv2unified/capnet-summarypapers/online%20communities%20paper.pdf [Accessed 24th November 2008] 24 Ibid p.5 25 Mason, A. (2005), Effectiveness and delight in an online learning community: A learner-centred approach p.1. Available at: http://videolinq.tafe.net/learning2005/papers/mason.pdf [Accessed 25th November 2008] 26 Seufert, S; Lechner, U; & Stanoevska, K. (2002), A Reference Model for Online Learning Communities International Journal on E-learning January-March 2002 pp.42-55. Available at: http://sciltest.unisg.ch/seufert/docs/reference-model-online-learning-communities.pdf [Accessed 27th November 2008] 27 Ibid p.47 Grant Agreement nº 224369 PUBLIC 12/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Chayko28 (2007) interpreted a social network as; “a set of linked individuals whose patterns of connectedness form a channel through which information, influence, emotional intensity and sociability can be measured and charted.”29 “Social networks refer to groups of individuals or organizations that are connected in one or more ways, such as friendship, kinship, values or even financial exchange… The Internet has revolutionised social networks by giving them a platform that made it simple and easy for people to connect with each other.”30 Social Networks provide members with an avenue to communicate with one another through an interactive means. The service allows users to personalise their pages (Steifvater31, 2008). According to Johnson32 and Dyer (2008) social networking is a new phenomenon made possible on a global scale with Web 2 technologies. Participation is significant with some of the more popular sites boasting membership of millions of users. Although many are simply online social spaces, others are platforms of choice for cultural or interest groups and friends to meet for the exchange of ideas and information. Parallels can be drawn between social networks and online communities of practice, challenging thinking about learning and pedagogical approaches that use the Internet as a tool. Although it can be difficult to distinguish between social networks and online communities some authors consider there to be differences. For the purpose of this literature review the discussion has been extended to include social networks. This is valid because the age group identified for the ComeIn project are users of social networks, as well as online communities. For the purposes of this literature review the terms are considered to be interchangeable although differences are accepted. 2.2.4 Social Software ‘Social software’ refers to software that supports group communication; it can include software that supports activites from email to a 3D virtual environments. The commonality of all social software is that it is distinctive to the Internet (Shirky,33 2003). In its simplest form it is software that supports group interaction. However 28 Chayko, M. (2007), The Portable Community: Envisioning and Examining Mobile Social Connectedness Available at: http://www.cse.edu/fileadmin/user_upload/pdf/portable_community.pdf [Accessed 18th November 2008] 29 Ibid p.375 30 Goh, R & Silverman, M. (2008), Business Person’s Guide to Online Social Networking p1Available at: http://www.duoconsulting.com/downloads/contribute/Guide_to_OnlineSocialNetworking.pdf [Accessed 26th November 2008] 31 Steifvater, E (2008), MySpace and YouTube and Blogs, Oh My! Enhancing Your Youth Program With Web 2.0 Tools Youth Impact (Volume 2). Available at: http://www.nationalserviceresources.org/ files/Youth-Impact-vol-2.pdf [Accessed 19th November 2008] 32 Johnson, J. & Dyer, J. (2008) The development of formal and informal learning online through online communities of practice and social networking. Proceedings of the 7th European Conference on ELearning held in Agia Napa, Cyprus. 33 Shirky, C (2003), Social Software and the Politics of Groups Available at: http://shirky.com/writings/group_politics.html [Accessed 2nd December 2008] Grant Agreement nº 224369 PUBLIC 13/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities more succinctly it is that which supports, extends and derives value from human social behaviour (Allen34, 2005). Social software is therefore defined as any software applications that are used for social interactions, examples of which are: email, instant messaging, forums and blogs (The Virtual Toolshed,35 2006). It is also a tool for augmenting and facilitating social connections and information collaboration and interchange. It includes all software that develops and maintains social structures within online communities (Sloep36, 2006). 2.2.5 Web 2.0 The term Web 2.0 came into wide use following the first O’Reilly Media Web 2.0 conference in October 200437 and is a collective term to cover web browser centric developments that enabled community based enhancements to exist in collaborative forums. Web 2.0 tools are described by Duffy38 (2008) as; “delivering (and allowing users to use) applications entirely through an Internet browser… users own the content on a site and exercise control over it… an architecture of participation that encourages users to contribute a rich, interactive, user-friendly interface social-networking functions.”39 Anderson40 (2007) defines Web 2.0 as the consequence of web technologies, or ‘Web 1.0’, being utilised fully. He adds that the intention of the Web was always to connect people. Web 2.0 allows greater social connectivity by enabling users to contribute to and edit the ‘information space’. Alternatively Best41 (2006) considers Web 2.0 to be the term used to summarise new technologies and applications in the World Wide Web. These new technologies and applications connect people asynchronously, allowing sharing and collaboration of information, ideas or concepts. 34 Allen, C (2005) Innovation and Social Software Available at: http://web.lifewithalacrity.com/ christophera/FVHA_Social_Software_Keynote_Presentation.pdf [accessed 15th December 2008] 35 The Virtual Toolshed (2006). Online Communities. Available at: http://www.lulu.com/items /volume_21/362000/362551/1/print/VT-OnlineCommunities.pdf [Accessed 21st November 2008] 36 Sloep, P (2006) Peer-tutoring for informal learning in ad hoc, transient communities Available at: http://dspace.ou.nl/bitstream/1820/690/1/Peter%20Sloep%20-%20Social%20Software-Edinburgh.pdf th [accessed 15 December 2008] 37 O'Reilly, T (2005) What Is Web 2.0- Design Patterns and Business Models for the Next Generation of Software Available at: http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web20.html?page=2 [accessed 16th December 2008] 38 Duffy, P. (2008), Engaging the YouTube Google-Eyed Generation: Strategies for Using Web 2.0 in Teaching and Learning, Electronic Journal of E-learning, Vol 6 (2), p.267. Available at: http://www.ejel.org/Volume-6/v6-i2/Duffy.pdf [Accessed 11th November 2008] 39 Ibid 40 Anderson, P. (2007), What is Web 2.0? Ideas technologies and implications for education. JISC Technology & Standards Watch. Available at: http://www.jisc.ac.uk/media/documents/techwatch/tsw0701b.pdf [Accessed 11th November 2008] 41 Best, D. (2006), Web 2.0 Next Big Thing or Next Big Internet Bubble? Available at: http://page.mi.fuberlin.de/best/uni/WIS/Web2.pdf [Accessed 11th November 2008] Grant Agreement nº 224369 PUBLIC 14/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Web 2.0 is defined by Millard42 and Ross (2006) as diverse applications and websites encouraging openness, community and interaction from their users. They describe the evolution of these tools to be naturally ‘shaped’ by the communities they serve and user needs. Similarly Steifvater43 (2008) considers Web 2.0 technology to facilitate communication, collaboration and connection between Internet users. It converts Internet users from inactive readers to active engaged participants. Web 2.0 might suggest a new version of the World Wide Web has been developed, but in practice (as seen in the definitions above) Web 2.0 refers to changes in the way software developers and users utilise the web rather than simply technological developments. Care needs to be taken in using the term Web 2.0. For example, Tim Berners-Lee in an interview with Laningham44 (2006) has publicly questioned whether the term Web 2.0 is relevant, as most of the technological components related to Web 2.0 have existed since the early development of the World Wide Web. 2.2.6 Mobile Web 2.0 Mobile Web 2.0 is defined by Jeon45 and Lee (2008) as the fusion between mobile devices and Web 2.0 technology. Although this is not universally fully available because of technological constraints, there has been some porting of Web 2.0 technologies onto mobile devices. The Apple iPhone46 has the potential for a fully operative social networking service and Facebook has demonstrated that social networking platforms can be applied to mobile devices. According to Jans47 and Calvi (n.d.) Mobile 2.0 is the implementation of Web 2.0 on mobile platform. The introduction of Web 2.0 applications to mobile device is dependent upon their sociability, usability and accessibility. Cochrane48 (2008) considers Mobile Web 2.0 devices to be ‘lifestyle tools’. He adds ‘the ubiquitous connection to Web 2.0 tools, collaborative communication and user generated content creation capabilities of these devices make them ideal tools for 42 Millard, D. E. & Ross, M. (2006), Web 2.0: hypertext by any other name? Available at: http://eprints.ecs.soton.ac.uk/13085/1/Web2-short-final.pdf [Accessed 11th November 2008]. 43 Steifvater, E (2008), MySpace and YouTube and Blogs, Oh My! Enhancing Your Youth Program With Web 2.0 Tools Youth Impact (Volume 2) Available at: http://www.nationalserviceresources.org/ files/Youth-Impact-vol-2.pdf [Accessed 19th November 2008] 44 Laningham, S. (2006), developerWorks Interviews: Tim Berners-Lee Originator of the Web and director of the World Wide Web Consortium talks about where we've come, and about the challenges and opportunities ahead. Available at: http://www-128.ibm.com/developerworks/podcast/dwi/cmth int082206.txt [Accessed 16 December 2008] 45 Jeon, J. & Lee, S. (2008), Technical Trends of Mobile Web 2.0: What Next? Available at: http://www.research.att.com/~rjana/MobEA2008/final/mobea2008_submission_6-1.pdf [Accessed 20th November 2008] 46 See Glossay 47 Jans, G. & Calvi, L. (n.d.), How to develop a Mobile 2.0 application Available at: http://soc.kuleuven.be/com/mediac/cuo/admin/upload/How%20to%20develop%20a%20mobile%202.0% 20application.pdf [accessed 03/12/08] 48 Cochrane, T. (2008), Mobile Web 2.0: The new frontier. In Hello! Where are you in the landscape of educational technology? Proceedings ascilite Melbourne 2008. Available at: http://www.ascilite.org.au/conferences/melbourne08/procs/cochrane.pdf [Accessed 19 December 2008] Grant Agreement nº 224369 PUBLIC 15/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities facilitating social constructivist learning environments across multiple learning contexts’. Although Mobile Web 2.0 is difficult to define (because many of the core characteristics of Web 2.0 cannot yet be replicated onto a mobile platform), Chard49 (2008) believes there are common features and functions between mobile and web technology. Mobile Web 2.0 technology delivers advanced sharing and functional learning based on user-generated content and social networks for the common pursuit of knowledge and information sharing. 2.2.7 Social Capital Blanchard50 and Horan (2000) describe social capital as the features of social organisation that promote coordination and cooperation for mutual benefit. These features are networks, norms, and social trust. “Social capital refers to the stock of social trust, norms and networks that people can draw upon to solve common problems... social capital implies connections among individuals and the value accrued from this connection. It consists of social networks and norms of reciprocity and the trust that arises from social interaction” (Daniel,51 2002). Quan-Haase52 and Wellman (2002) consider social capital to be a mixture of interpersonal communication patterns and the amount of active or passive engagement people spend in and on their community. They add the Internet is supplementing social capital because of its ability to “increase existing patterns of social contact and civic involvement”53. Applicable to individuals and groups, tied together internally or externally, Adler54 and Kwon (2002) state, “social capital is the sum of resources available to an individual or group by virtue of their location in the structure of their more or less durable social relations"55. 49 Chard, I. (2008), Share, Collaborate, Exploit – Defining Mobile Web 2.0. Available at: http://www.cs.ucl.ac.uk/staff/d.quercia/others/mobile2.pdf [Accessed 4th December 2008] 50 Blanchard, A. & Horan, T. (2000), Virtual Communities and Social Capital Available at: http://www.igipub.com/downloads/excerpts/garson.pdf [Accessed 27th November 2008] 51 Daniel, B (2002), Building Social Capital in Virtual Learning Communities p5 Available at: http://www.usask.ca/education/coursework/802papers/daniel/daniel.pdf [Accessed 26th November 2008] 52 Quan-Haase, A. & Wellman, B. (2002), How does the Internet effect social capital? Forthcoming in Marleen Huysman and Volker Wulf, (Eds.). IT and Social Capital. Toronto, University of Toronto. Available at: http://www.chass.utoronto.ca/~wellman/publications/internetsocialcapital/Net_SC-09.PDF [Accessed 19 December 2008] 53 Ibid 54 Adler, P. S., & Kwon, S. W. (2002), Social capital: Prospect for a new concept. Academy of Management Review, 27 (1), p. 17–40. Available at: http://poverty2.forumone.com/files/11990_socialcapital_prospects.pdf [Accessed 19 December 2008] 55 Ibid Grant Agreement nº 224369 PUBLIC 16/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 2.2.8 Edutainment The success of e-learning56 has hinged on student motivation (Heiden57 2007); offering the student an interactive and imaginative environment for learning, which is important to keep them motivated. Heiden58 (2007) believes that the more creative the learning environment for both formal and informal learning is, the more students are likely to engage with the content. Wiberg59 and Jegers (2003) define edutainment as a marriage of education and entertainment. Entertainment is used as a basis for creating a successful learning environment. Television programmes and websites are two example mediums for edutainment. Addis 60 (2005) expands on Wilberg and Jeger (ibid) to add that edutainment’s use of interactive technology to bring together some form of pedagogy and fun allows material to be contemporarily perceived by learners in more than one sense and can enrich the learning environment. Combining teaching and games to attract students’ attention, Wang61 et al. (2007) think the advantage of edutainment is its ability to encourage students’ interest in learning through interactive activities. They also note it has the potential to improve the quality of teaching offered and train ‘creative ideation’. 2.2.9 Netiquette Netiquette is a portmanteau of “net etiquette”; it is therefore a set of rules of behaviour to be observed whilst online (Shea62, 2006). Adherence to Netiquette helps newcomers avoid social blunders. When entering into a new culture (in this case in cyberspace) it is easy to offend without meaning to do so. Conventions of basic social engagement help to facilitate social interaction. Epsilon Concepts 63 (2007) define netiquette as using technology beneficially to convey knowledge and information courteously. Many of the rules that govern our communication techniques in reality should govern our online behaviour. The principles of etiquette are generally applied in context of the web. 56 See Glossary Heiden, W (2007), An Edutainment Approach to Academic Teaching. Available at: http://www2.inf.fhbrs.de/~wheide2m/publ/ShkodraICT07/acadeduShkodra07.pdf [Accessed 17th November 2008] 58 Ibid 59 Wiberg, C. & Jegers, K. (2003), Satisfaction and Learnability in Edutainment: A usability study of the knowledge game ‘Laser Challenge’ at the Nobel e-museum. Available at: http://www.informatik .umu.se/~colsson/cwkjhci03.pdf [Accessed 17th November 2008] 60 Addia, M. (2002) New Technologies and Cultural Consumption: Edutainment is Born! European Journal of Marketing, 39 (7/8), p. 729 – 736. 61 Wang, Q., Tan, W. & Song, B. (2007), Research and Design of Edutainment. Information Technologies and Applications in Education, p. 502 – 505. 62 Shea, V. (2006), Netiquette- Introduction Available at: http://www.albion.com/netiquette/introduction.html [Accessed 5th December 2008] 63 Epsilon Concepts (2007), Netiquette: Be Remarkable Online Available at: http://www.epsilonconcepts.com/upload/file/Netiquette.pdf [accessed 05/12/08] 57 Grant Agreement nº 224369 PUBLIC 17/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Derived from Internet and etiquette, Pallen64 (1995) defines netiquette as the rules of behaviour, or codes of net conduct, that govern online communication and considers these rules to be similar to those followed when interacting ‘face-to-face’ and acting respectively of others. He suggests good netiquette helps create supportive online atmospheres of mutual responsibility. Scheuerman65 and Taylor (1997) consider netiquette to be part of a new era of communication developed online to enhance the instant interaction process. They suggest that netiquette also influences Internet users’ perceptions of what they read, for example the overuse of capital letters can be interpreted as ‘shouting’. 2.2.10 User Defined Content User defined content is described by Johnson66 and Dyer (2005) as that which allows users to define and amend the structure of the environment, in correspondence with their demands. According to Steifvater67 (2008), “as digital media technologies become more affordable and accessible to the general public, end-users gain opportunities to create and add text, images, and audio and video material to Web sites… Materials, comments, ratings, and reviews added by users to wikis, blogs and Web sites can also be considered user-generated content”. Jenson68 (2007) describes user-generated content as media content made by “ordinary users of websites, TV channels and the like”. User-generated content encompasses a variety of technologies, applications and services such as “blogging, digital video, photographs from mobile telephones, podcasting, wikis, etc.”. Cha69 et al. (2001) claim the advent of user-generated content is reshaping how the Internet is used, particularly the online video market. No longer limited to reading material online, with a fast content production rate, “nowadays, hundreds of millions of Internet users are self-publishing consumers”70. For the purposes of the literature review user-generated and user-defined content are used as terms, which are interchangeable. 64 Pallen, M. (1995) Guide to the Internet: Introducing the Internet. British Medical Journal, 311, p. 1422 – 1424. Available at: http://www.bmj.com/cgi/content/full/311/7017/1422 [Accessed 19 December 2008] 65 Scheuermann, L. & Taylor, G. (1997), Netiquette. Internet Research: Electronic Networking Applications and Policy, 7 (4), p. 269 – 273. 66 Johnson, J. & Dyer, J. (2005), User-defined content in a constructivist learning environment Available at: http://www.formatex.org/micte2005/169.pdf [Accessed 24th November 2008] 67 Steifvater, E (2008), MySpace and YouTube and Blogs, Oh My! Enhancing Your Youth Program With Web 2.0 Tools Youth Impact (Volume 2). Available at: http://www.nationalserviceresources.org /files/Youth-Impact-vol-2.pdf [Accessed 19th November 2008] 68 Jenson, J. F. (2007), User Generated Content – a mega-trend in the new media landscape. Interactive TV: a Shared Experience. Amsterdam, The Netherlands. Available at: http://www.cs.tut.fi/~lartur/euroitv07_ajp/Tutorials0.htm [Accessed 19 December 2008] 69 Cha, M., Kwak, H., Rodriguez, P. Ahn, Y. & Moon, S. (2001), I Tube, You Tube, Everybody Tubes: Analyzing the World’s Largest User Generate Content Video System. Internet Measurement Conference. Available at: http://an.kaist.ac.kr/traces/papers/imc131-cha.pdf [Accessed 19 December 2008] 70 Ibid Grant Agreement nº 224369 PUBLIC 18/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 3 Formal and Informal Online Communities 3.1 Comparisons of Formal and Informal Online Communities Online communities consist of the people and the material that they exchange. It is through the online conversations that individuals experience a sense of community (Arguello71 et al., 2006). Matzat 72 et al. (2000) suggests three characteristics that distinguish different kinds of online communities: • • • Multifunctional; Social function; and Original main function. The more multifunctional the community is the larger the attraction and future loyalty, however there is the problem of focus. The community must be guided in the direction of original main purpose. Therefore the formality of the of the community should be built around its overall function (Matzat73 et al., 2000). The function of the community governs its formality; it is dependent upon the social capital. There is a distinct difference between formal and informal social capital. Formal social capital relates to civic participation within the context of a conventional organisation, whereas informal social capital is a social support mechanism. Informal social bonds are the more prevalent. Therefore, whether an online community is formal or informal depends on its social capital (Wallace74 and Pichler, 2007). However, formal and informal social capital are linked and complementary, which implies that although a community is formal, the sub-groups and discussions can be informal. The authors go on to say that online communities, whether formal or informal, are generally those that foster information sharing with a clear social facet. As long as the group is not uncharacteristically exclusive, then the group should be successful. The more multifunctional the community is, the larger the attraction and future loyalty, however there is the problem of focus. For success the community must be guided into direction of original main purpose. The formality of a community does not regulate its future success. For an online community to be considered formal, internal parameters that structure the virtual space are required (Butler75 et al., 2002). Formal online communities are 71 Arguello, J; Butler, B; Joyce, E; Kraut, R; Ling, K; & Wang, X. (2006), Talk to Me: Foundations for Successful Individual-Group Interactions in Online Communities. Available at: http://www.cs.cmu.edu /~jaime/CHI06ArguelloJ.pdf [Accessed 19th November 2008] 72 Matzat, U. & de Vos, H. (2000), Online Communities: Which conditions make them successful? Available at: http://www.ppsw.rug.nl/matzat/online-communities.pdf [Accessed 6th November 2008] 73 Ibid 74 Wallace, C. & Pichler, F. (2007), Patterns of Formal and Informal Social Capital in Europe Available at: http://www.allacademic.com//meta/p_mla_apa_research_citation/1/7/7/4/4/pages177447/ p1774471.php [Accessed 1st December 2008] 75 Butler, B., et al. (2002), Community Effort in Online Groups:Who Does the Work and Why? Available Grant Agreement nº 224369 PUBLIC 19/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities mostly used for purposeful conventions and have distinguished user roles, such as moderators to observe and review communications between group members (Misanchuk 76 et al., 2001; Schwier,77 n.d.). In contrast, an informal online community is less ‘restricted’ and brings members together ‘ad-hoc’ with no clear hierarchical structure of users (Misanchuk78 et al., 2001; Kavanaugh79 et al., 2005). Van de Wijngaert80 and Jager (2007) suggest that if an online community is structurally intended for personal social interactions then it is informal. If it is a projected organisational network then it is formal. This definition is contended, as some scholars maintain that all social networks are informal, although the organisations that are embedded in the network are formal. The “social networks and formal associations are intertwined with each other” (Kadushin81 and Kotler-Berkowitz, 2006). Formal associations are empirically and conceptually different to informal social networks. Kietzmann82 (2004) states that, “modes of communication, whether formal (perhaps hierarchically determined) channels or informal (such as CoP [Communities of Practice] oriented communication, grapevine, gossip) can be verbal or non-verbal, can include local face-to-face or face-to-group interaction, or distant interaction via audio, visual and written communication”83. There is little research data available on the formality of online communities; therefore there is little reason to distinguish between the two for the rest of the literature review. Seemingly, it is possible to have a formal community, which incorporates informal discourse within it. at: http://opensource.mit.edu/papers/butler.pdf [Accessed 20th November 2008] 76 Misanchuk, M., et al. (2001), Building community in an online learning environment: communication, cooperation and collaboration. Available at: http://frank.mtsu.edu/~itconf/ proceed01/19.html [Accessed 20th November 2008] 77 Schwier, R. A. (n.d.), Shaping the Metaphor of Community in Online Learning Environments. Available at: http://cde.athabascau.ca/ISEC2002/papers/schwier.pdf [Accessed 20th November 2008] 78 Misanchuk, M., et al. (2001), Building community in an online learning environment: communication, cooperation and collaboration. Available at: http://frank.mtsu.edu/~itconf/proceed01/ 19.html [Accessed 20th November 2008] 79 Kavanugh, A., et al (2005), Community Networks: Where Offline Communities Meet Online. Journal of Computer-Mediated Communication, 10 (4). Available at: http://jcmc.indiana.edu/vol10/issue4/ kavanaugh.html [Accessed 20th November 2008] 80 van de Wijngaert, L. & Jager, C. (2007), Correlating Formal and Informal Relations Through Communication Networks Paper presented at the annual meeting of the International Communication Association, TBA, San Francisco, CA Online Available at: http://www.allacademic.com/meta/p169486 _index.html [Accessed 20th November 2008] 81 Kadushin, C. & Kotler-Berkowitz, L. (2006), Informal social networks and formal organisational membership among American Jews: findings from the National Jewish Population Survey 2000-01 Available at: http://findarticles.com/p/articles/mi_m0SOR/is_4_67/ai_n21167309 [Accessed 20th November 2008] 82 Kietzmann, J. (2004), Mobile Communities of Practice Available at: http://www.carstensorensen.com/download/Kietzmann2004.pdf [Accessed 18th November 2008] 83 Ibid p.5 Grant Agreement nº 224369 PUBLIC 20/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 3.2 Prevalence of use of Online Communities amongst Young People Preece84 et al. (2003) discuss how the technologies of the Internet and the tools available have developed over time, which has greatly increased participation in online communities amongst young people; from emails to instant messaging services and websites. “Online communities appeared in a variety of media, which were gradually integrated into single environments. Graphical, three-dimensional environments such as the Palace Casino (www.palace.com) and later Activeworlds (www.activeworlds.com) started to appear.”85 MP3, Internet phoning, video streaming, photographs, web cams, blogs, sound and voice control, and wikis have been integrated into online communities. Clarke86, Hunter and Wells (2008) highlight several Web 2.0 technologies and through their student and staff research, at Sheffield Hallam University, they have suggested how these benefit students and increase the desire to participate: • Screencasts are video files compiling the changes made to the online community website over time. This is essential for students that require additional technical aid in using the community. • Podcasts are a series of audio or video files that are distributed via the Internet by a syndicated download. Podcasts provided by tutors, of various work, were deemed extremely beneficial for students who have missed sessions or even if they are going back over previous work. • Blogs are regular maintained commentaries of topics. They encourage students to share ideas, useful links and any relevant topic-related material. However, their research suggested that blogs were not currently being effectively used. • A wiki is a page designed to allow users to contribute or modify its content. Wikis allow students to collaborate over content of an overall article. Wikis can be incorporated into teaching process as a group task, editing and contributing to the page. • E-Portfolios allow students to collate materials collected into a personal electronic format. Research showed that students who had set up an ePortfolio, as it allowed potential employers to view their work, found it easier to gain work placements. 84 Preece, J., Maloney-Krichmar, D. & Abras, C. (2003), History and emergence of online communities, p. 4, Available at: http://www.ifsm.umbc.edu/~preece/paper/6%20Final%20Enc% th 20preece%20et%20al.pdf [Accessed 6 November 2008] 85 Ibid 86 Clarke, J; Hunter, J. & Wells, M. (2008), Enhancing the Student Experience Using Web 2.0 Technologies (Wikis, Blogs and Webcam Recordings) to Encourage Student Engagement and to th Develop Collaborative Learning: A Case Study. 7 European Conference on e-Learning, University of th Cyprus 5-6 November 2008. Academic Publishing Ltd: Reading, UK Grant Agreement nº 224369 PUBLIC 21/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities • Webcams allow students to relive their own and classmates’ presentations. Individuals can assess their performance and get feedback from others. As previously stated most research does not consistently cover the defined age group of the ComeIn project. However, the research of Lenhart87 et al. (2007) shows that American teenagers aged 12 – 17 years old use the Internet mainly to visit websites about movies, TV shows, music groups or sports stars (81%). Notably amongst the data, 68% of the age group surveyed use instant messaging and 55% use social networking sites (see table 1). Table 1. Teen Internet Activities Teen Internet Activities88 Do you ever…? Go to websites about movies, TV shows, music groups, or sports stars Get information about news and current events Send or receive instant messages (IM) Watch video sharing sites Use an online social networking site like MySpace or Facebook Get information about a college or university you are thinking of attending Play computer or console games online Buy things online, such as books, clothes, and music Look for health, dieting, or physical fitness information Download a podcast Visit chatrooms Online Teens (n=886) 81% 77% 68% 57% 55% 55% 49% 38% 28% 19% 18% Subrahmanyam 89 et al. (2008) conducted a study at the upper end of the ComeIn target age group (mean age 21.5 years old), in a ‘large urban university’ (UCLA in America) to establish how young people, or 'emerging adults', used online social networks. The research focused on determining: what young people do on social networks; who they interact with; how their social networking activities relate to their other online activities (i.e. instant messaging); how their online social networking overlap with their face-to-face networking or 'offline activities'; and finally how online social networks and online communication relate to young people's development. 87 Lenhart, A; Madden, M; Rankin Macgill, A; & Smith, A. (2007), Teens and Social Media- The use of social media gains a greater foothold in teen life as they embrace the conversational nature of interactive online media Pew Internet Available at: http://www.pewinternet.org/pdfs/PIP_Teens _Social_Media_Final.pdf [Accessed 3rd December 2008] 88 Lenhart, A; Madden, M; Rankin Macgill, A; & Smith, A. (2007), Teens and Social Media- The use of social media gains a greater foothold in teen life as they embrace the conversational nature of interactive online media Pew Internet Available at: http://www.pewinternet.org/pdfs/PIP_Teens _Social_Media_Final.pdf [Accessed 3rd December 2008] 89 Subrahmanyam, K., Reich, S. M., Waechter, N. & Espinoza, G. (2008), Online and offline social networks: Use of Social networking sites by emerging adults. Journal of Applied Developmental Psychology, 29 (6), pp.420-433. Elsevier. Grant Agreement nº 224369 PUBLIC 22/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 110 young people completed the survey. The findings show that on the day the survey was completed 63% spent some time on social networking websites. Of these 36% spent 30 minutes or less, 18% spent 1 hour, 6% spent 2-3 hours and 3% spent 4 or more hours on these sites. Other popular online activities were sending email (92%) and web browsing (81%). Online gaming and use of chat rooms were the least used activities. All online activities were predominantly used for 30 minutes or less. Additionally, the sample spent more time online (91%) than offline studying (79%); the most popular offline activity. 88% of the social networking site users updated their MySpace profile the most often, in contrast to the 8% preferring Facebook and 4% using Xanga, Youtube or other. This research displays the prevalence of online social networking in young adults and similar research supports their findings. Another study by Pfeil90 et al. (2008) explored the similarities and differences in social capital amongst older MySpace users (aged over 60) and young MySpace users (aged between 13 to 19). The research aimed to answer “what influence does age difference have on how friendship networks are built, and on the number of friends that users have?” Also, “how do different media and facilities, used on MySpace by each age group, influence the way in which different age groups represent themselves?” An automated web crawler developed by Pfeil (ibid) collected data [from 50 MySpace user profile pages] for each age group with an equal divide of male/female users. Data was then gathered from these users friends' profiles, totalling a data set of approximately 6,000 profiles. The findings showed that the social networking site was employed by young users to ‘maintain and nurture’ social capital from relationships formed offline. 61.9% of their friends were in their immediate age range, mostly between 16-18. Few users in this age group had friends older than 20. Additionally, female users had more friends (median 103) than male users (median 43). The digital youth project91 gathered a large amount of research; they collated from 659 interviews, focus groups comprising of 67 participants, 50 research-related events (such as conventions, summer camps, award ceremonies and others), a questionnaire completed by 402 participants of which 363 were below the age of 25 and 5,194 observational hours on social networking sites (Ito et al.92, 2008). Their research found that young people wanted to be constantly in touch with their peers. The sites that they used were generally in line with their need to communicate. Social networking sites have become popular because they offer avenues to engage and be updated on the status of friends. Teens are mostly aware of the safety aspects of online communities and rarely wish to reach out to strangers. The research showed that further to this many teens believed that adult participation in teen orientated online activities were inappropriate and ‘creepy.’ 90 Pfeil, U., Arjan, R. & Panayiotis, Z. (2008), Age differences in online social networking – A study of user profiles and the social capital divide among teenagers and older users in MySpace. Computers in Human Behavior. Elsevier th 91 Available at: http://digitalyouth.ischool.berkeley.edu/ [accessed 7 January 2009] 92 Ito, M; Horst, H; Bittanti, M; Boyd, D; Herr-Stephenson, B; Lange, G; Pascoe, C; & Robinson, L (2008) Living and Learning with New Media: Summary of Findings from the Digital Youth Project Available at: http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-WhitePaper.pdf [accessed 15th December 2008] Grant Agreement nº 224369 PUBLIC 23/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Lenhart93 et al. (2007) surveyed a random sample of 886 teenagers in the USA aged 12 – 17 years. They found that 93% of the respondents had Internet access and 63% of these were content creators. The data also indicated that 55% of online teens had social networking profiles and many integrated their content, creating activities into these sites. The survey showed that teen users of social networking sites are more likely to create a variety of different content (refer to table 2). Table 2. Users of Social Networking Sites are more likely to create content Users of Social Networking Sites are more likely to create all kinds of content94 Content- Creating Activities Post pictures for others to see Share own artistic work Create/work on own blog Maintain a webpage Create/work on webpage for others Remix content Post videos for others to see Online teens who use SNS 73% 53% 42% 42% 41% Online teens who do not use SNS 16% 22% 11% 8% 23% 32% 22% 18% 6% The survey found that 32% blogged95 daily and 59% of teens read blogs on a daily basis. These various young people were more likely to blog if they were involved in several extracurricular activities. As well as blogging, 39% of teens shared content such as artwork, photos, stories, or videos. The survey also found that teenagers are now more aware of e-safety than previously, with 66% of teen social networkers restricting access to their profiles and content. Teens have also been seen to limit the personal information they make publicly available with 56% providing false information and only 11% show both their first and last names. According to Bowes96 (2002), “when formal independent research was conducted [by the VECO97 project surveying 100 participants of their community about online learning activities]… results indicated that 20% were active participants, 45% active lurkers [those who mainly read but post rarely and only if it is advantageous to themselves] and 34% passive lurkers”98. This suggests that online communities’ 93 Lenhart, A; Madden, M; Rankin Macgill, A; & Smith, A. (2007), Teens and Social Media- The use of social media gains a greater foothold in teen life as they embrace the conversational nature of interactive online media Pew Internet Available at: http://www.pewinternet.org/pdfs/PIP_Teens_Social _Media_Final.pdf [Accessed 3rd December 2008] 94 Lenhart, A; Madden, M; Rankin Macgill, A; & Smith, A. (2007), Teens and Social Media- The use of social media gains a greater foothold in teen life as they embrace the conversational nature of interactive online media Pew Internet Available at: http://www.pewinternet.org/pdfs/PIP_Teens _Social_Media_Final.pdf [Accessed 3rd December 2008] 95 See Glossary 96 Bowes, J. (2002), Building Online Communities for Professional Networks Global Summit, 2002, p.74. Available at: http://unpan1.un.org/intradoc/groups/public/documents/APCITY/UNPAN007784 .pdf [Accessed 12th November 2008] 97 th Available at: http://www.veco.ash.org.au [Accessed 12 November 2008] 98 Bowes, J. (2002), Building Online Communities for Professional Networks Global Summit, 2002, p.74. Available at: http://unpan1.un.org/intradoc/groups/public/documents/APCITY/UNPAN007784 .pdf [Accessed 12th November 2008] Grant Agreement nº 224369 PUBLIC 24/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities participants are mainly lurkers 99, and that figures relating to community usage are not conclusive. This data is derived from sources pertaining to young people in general. Information specifically regarding MYP’s is not readily available. Although there is similarity of age profile, it is recognised that data derived solely from MYPs may generate a slight derivation in results. 3.3 Young People’s Use of Online Communities and Popular Social Networking Sites Young people have been demonstrated to make use of a number of popular online communities. The number and population size of these communities varies significantly and one of the objectives of this literature review is to identify the sites that correspond to our particular demographic. We can then attempt to discern what it is about each particular online community that makes it successful. Below is a tabulated list of selected social networking sites and their size. Table 3. Growth of Selected Social Networking Sites Total Internet : Total Audience Social Networking Facebook.com MySpace.com HI5.com Friendster.com Orkut Bebo.com Skyrock Network Total Unique Visitors (000) June 2007 June 2008 % Change 777,310 860,514 11% 464,437 580,510 25% 52,167 132,105 153% 114,147 117,582 3% 28,174 56,367 100% 24,675 37,080 50% 24,120 34,028 41% 18,200 24,017 32% 17,638 21,041 19% 3.3.1 Facebook Facebook 100 is a social networking site, which gives users the ability to connect and share information with millions of people worldwide. The users are able to keep up with friends, upload an unlimited number of photos and videos, share links and video, and learn. According to previous research by Goh101 and Silverman (2008) Facebook is the second most-trafficked social media site, with over 80 million active users. From January 2007 to January 2008 Facebook had over 60 million active monthly users, an average of 250,000 new registrations a day and an average 3% growth a 99 See Glossary Available at: http://www.facebook.com/facebook [Accessed 2nd December 2008] 101 Goh, R. & Silverman, M (2008), Business Person’s Guide to Online Social Networking Available at: http://www.duoconsulting.com/downloads/contribute/Guide_to_OnlineSocialNetworking.pdf [Accessed 26th November 2008] 100 Grant Agreement nº 224369 PUBLIC 25/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities week over the past year. It has over 65 billion page views a month and half of its users visit daily spending an average 20 minutes on the site (Owyang102, 2008). Recent data from ComScore103 (June 2008) suggests that Facebook has grown exponentially since January 2008 (see table 4). Data indicates that Facebook now has 123.9 million unique visitors a month, making it the most trafficked social networking site currently. Table 4. Growth of Facebook Facebook.com North America Europe Asia Pacific Middle East – Africa Latin America Total Unique Visitors (000) June 2007 June 2008 % Change 52,167 132,105 153% 35,698 49,298 38% 8,751 35,263 303% 3,712 20,712 458% 2,974 14,951 403% 1,033 11,931 1055% 70,000 participants of university age (usually 18 to 22 years) took part in a survey conducted by Lewis 104 (2007), which found that Facebook was the most popular social networking site among U.K. students. Students were found to use Facebook mainly for keeping in touch with friends. Table 5. Students’ use of Facebook 102 Owyang, J. (2008), Social Network Stats: Facebook, MySpace, Reunion (Jan, 2008) Forrester Research Available at: http://www.web-strategist.com/blog/2008/01/09/social-network-stats-facebookmyspace-reunion-jan-2008/ [Accessed 27th November 2008] 103 Available at: http://news.zdnet.com/2424-1035_22-207724.html [Accessed 27th November 2008] 104 Lewis, B (2007) Social Networking Sites and Students: Monitoring social network websites and the explosive rise of Facebook amongst students Available at: http://www.opinionpanel.co.uk/clientUpload /pdf/SocialNetworkResearch.pdf [accessed 17th December 2008] Grant Agreement nº 224369 PUBLIC 26/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities The Facebook105 platform for mobile devices provides a limited version compared to the version available on a standard computer. The profile page is adjusted to optimise viewing on a mobile device. Mobile users can directly interact with other Facebook users through SMS.106 Facebook mobile platform has set policies regarding user-generated content as it does with its main site. It has been claimed that Facebook is a successful mobile social networking community because it offers an integrated Web and WAP Community with communication through both channels (Kirkpatrick107, 2008 and Heldt108, Broll and Lehmann, 2008). Facebook announced on 10th November 2008 that users of its mobile site, m.facebook.com, increased from 5 million last year to 15 million this year. Although this is less than 10% of the total number of Facebook users, it suggests that there is mass interest in mobile social networking platforms. It is the opinion of Odell109 et al. (2008) that Facebook could be a viable personal learning environment, as users can learn with others, control resources, manage their activities, integrate their learning and contribute to their personal learning. “Whilst Mazer110 et al.’s (2007) findings suggest positive value for the use of Facebook, only 6% of the 133 respondents classified teacher use of Facebook as ‘very appropriate’ and 35% ‘somewhat appropriate’… student respondents were consistently enthusiastic about using Facebook and wanted it to continue, even though some of them had reservations at the beginning of the experience.”111 According to Odell112 et al. (2008) although students have expressed some concern over virtual learning environments, they have remained positive toward Facebook as such a medium. “Self-disclosure through profiles and interaction on a Facebook site should have positive impact on the whole group interaction.”113 3.3.2 MySpace “MySpace is an online community that lets you meet your friends' friends.”114 MySpace is a community where individuals can share photos, journals and interests with one’s social network. It is designed to incorporate everyone: friends who talk online; single people meeting other singles; family tree creation, business links, 105 Available at: http://wiki.developers.facebook.com/index.php/Mobile [Accessed 3rd December 2008] See Glossary 107 Kirkpatrick, M. (2008), Facebook Mobile Sees 3x Growth to 15 Million Users This Year. Available at: http://www.readwriteweb.com/archives/facebook_mobile_sees_3x_growth.php [Accessed 3rd December 2008] 108 Ibid 109 th Odell, A., Nevin, P. & Roberts, H. (2008), Education in your face(book)! 7 European Conference in th e-Learning, University of Cyprus 5-6 November 2008, pp. 271-273. Academic Publishing Ltd: Reading, UK 110 Mazer, J.P; Murphy, R.E. & Simonds, C. (2007), “I’ll see you on Facebook: The Effects of ComputerMediated Self-Disclosure on Student Motivation, Affective Learning, and Classroom Climate”, Communication Education, Vol.56 (1). 111 th Odell, A., Nevin, P. & Roberts, H. (2008), Education in your face(book)! 7 European Conference on th e-Learning, University of Cyprus 5-6 November 2008, pp. 271-273. Academic Publishing Ltd: Reading, UK 112 Ibid, p.271 113 Ibid 114 Available at: http://www.myspace.com/index.cfm?fuseaction=misc.aboutus [Accessed 2nd December 2008] 106 Grant Agreement nº 224369 PUBLIC 27/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities reunions with lost friends; and connecting classmates and study partners. MySpace is very popular having over 110 million active users monthly. On average 300,000 users sign up every week. Up until June 2008 the site held the record for the most amount of page views in one day - 4.5 billion. There are over 60,000 artists and bands on MySpace Music Acts, many of whom have been discovered through the application (Owyang115, 2008). MySpace mobile has recorded over 7 million unique visitors in its first six months according to eMarketer116 mobile social networking figures. This shows that the demand for MySpace on mobile phones is extremely high even in the early stages of its development. MySpace117 offers a host of services on the mobile platform for all mobile Web 2.0 handsets, including; message management, viewing photo albums, viewing friends, friend searches and commenting/blogging. Similarly to Facebook, MySpace offers a representative sample of the facilities of the computer-based site. 3.3.3 Bebo According to Aitken118 (2008) Bebo119 is a social networking site that offers three major attractions to young people: easy-to-use profile design, unlimited photo storage and finally a warm welcome with ready-to-use networks set up for schools and colleges. She highlights that the active population of Bebo is 22.8 million, which is larger than the population of Australia. The majority of the site’s users are from the UK (11.4 million of them), and of those from the UK on average they visit the community 15 times for a total of 258 minutes per month. Bebo has implemented a mobile social platform for their users (Knight120, 2008). Users can upload and share the content they create using their mobile devises. Bebo has further incorporated text and phone messaging capabilities to the service, allowing members to save money. 3.3.4 Wikipedia Many consider wiki sites to be online community websites as users contribute, maintain and comment on all of the content. Wikipedia121 is the world’s largest free encyclopaedia and is the largest wiki community site in the world. Although Wikipedia 115 Owyang, J. (2008), Social Network Stats: Facebook, MySpace, Reunion (Jan, 2008) Forrester Research Available at: http://www.web-strategist.com/blog/2008/01/09/social-network-stats-facebookmyspace-reunion-jan-2008/ [Accessed 27th November 2008] 116 Gauntt, J (2008), Everyone is talking about mobile social networking. Available at: http://corp.airg.com/news/in_the_news/documents/eMarketer_05082008.pdf [accessed 7th January 2009] 117 Available at: m.myspace.com 118 Aitken, L (2008) Bebo, Bebo, Bebo, Bebo Available at: http://www.contagiousmagazine.com /resources/Contagious_Extracts_15.pdf [accessed 17th December 2008] th 119 Available at: http://www.bebo.com/ [accessed 7 January 2009] 120 Knight, K (2008) Bebo, Intercasting partner for mobile-social platform Available at: http://www.bizreport.com/2008/02/bebo_intercasting_partner_for_mobilesocial_platform.html [accessed 17th December 2008] th 121 Available at: http://www.wikipedia.org/ [accessed 7 January 2009] Grant Agreement nº 224369 PUBLIC 28/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities seemingly has the problem of verifying the accuracy of all its published information, the issue is claimed to be unproblematic because community members crosscheck the validity of all contributions. Users actively participate because of a number of social rewarding techniques that Wikipedia offers. They range from: amount of references; provide links to related sites, rating of articles; distinguishes good from bad articles, and most viewed articles; helps author’s reputation grow. All of these are incentives for participation (Hoisl122, Aigner and Miksch, 2007). Wikipedia is now available as a phone application; the text can be accessed, read and edited using Upvise123 or Wapedia124. 3.3.5 YouTube YouTube125 is the Internet’s leading video sharing website. The site allows people to upload and share video clips; and these can be accessed across the Internet through websites, mobile devices, blogs, and email. As well as the video sharing tools, the site contains a community of interactive users. The users can set up profiles and discuss videos. YouTube has developed from the evolution of Web 2.0. ‘Wired [magazine] cites an average of 65,000 uploads and 100 million videos viewed per day on YouTube’ (Duffy,126 2008). In a survey of 20 selected communities within YouTube, comprising between 100 to 500 users, Yu127 et al. (2007) attempted to establish insights into community mentality. They found that in general the more movies uploaded by an individual, the more influential they are likely to be. They also discerned that YouTube is, in the most part, not ‘social’. Comments about videos do not tend to connect people. However, their results indicate that YouTube communities could be more social when combined with an established network of friends. 3.3.6 Second Life Second Life128 is regarded as a social networking site as it allows social exchange within a cultural context. The 3D virtual world is designed to facilitate opportunities for identity, play and self-expression. The key to success in the Second Life129 world is collaboration; to have a successful ‘Second Life,’ people must work together (Global 122 Hoisl, B; Aigner, W. & Miksch, S. (2007), Social Rewarding in Wiki Systems- Motivating the Community Available at: http://www.donau-uni.ac.at/imperia/md/content/department/ike/ike_ publications/2007/refereedconferenceandworkshoparticles/hoisl_2007_hcii_social-rewarding.pdf [Accessed 21st November 2008] 123 Information Available at: http://wiki.mobileread.com/wiki/Wikipedia_mobile_access [Accessed 21st November 2008] 124 Ibid 125 Available at: http://uk.youtube.com/t/about [Accessed 2nd December 2008] 126 Duffy, P. (2008), Engaging the YouTube Google-Eyed Generation: Strategies for Using Web 2.0 in Teaching and Learning, p.123 Available at: http://www.ejel.org/Volume-6/v6-i2/Duffy.pdf [Accessed 11th November 2008] 127 Yu, P; Hu, M; & Nayeoung, K (2007) Social network analysis YouTube Available at: http://wwwpersonal.umich.edu/~ladamic/courses/si508f07/projects/youtube.pdf [accessed 19th December 2008] th 128 Available at: http://secondlife.com/ [accessed 19 December 2008] 129 Available at: http://secondlife.com/ [Accessed 2nd December 2008] Grant Agreement nº 224369 PUBLIC 29/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Kids 130, 2007). Second Life is a virtual community that provides users with an avatar. The virtual environment is similar to that of real life and users can interact with others in this online world. Its residents create the 3D virtual world; it is inhabited by millions of people across the globe, which means that there are infinite possibilities. According to Kelton131 (2007) over 26% of Second Life account holders are aged between 18 and 24 years old. Therefore it is the perfect environment for learning, with the potential to engage these young adults with interactive learning. Due to Second Life’s flexibility it is a tool that can be applied to support a variety of students. Second Life can be a medium for education and a range of pedagogical approaches. Its collaborative environment promotes learning. Because Second Life’s features are asynchronous it is considered to have greater potential to have a transformative impact on education (Global Kids 132, 2007). Educators can navigate Second Life as a social network and train their students to find information in the same way, facilitating information instead of simply conveying it to a passive audience. Learners are then able to teach one another in an informal way as required. There is potential for distance learning as an avatar can use virtual classroom or conference to project work or lesson. The 3D virtual community can provide a suitable environment for interactive learning in a creative and collaborative fashion (Avanzato133, 2007). There are many potential benefits of implementing learning courses in Second Life. One key benefit is that Second Life provides a platform for students to interact with other students across the globe. It is also free (for the first avatar), allows constant access, gives access to a mass of online material, provides several communication techniques and supports programming. Second Life has a ‘de-babbler’ device, which translates languages. This means that there are no restrictions on learning; a member from any European State could theoretically teach each other their language using English as a common language (Stevens, 134 2006). 3.3.7 Habbo Hotel Habbo hotel135, similar to Second Life, is an interactive virtual world designed for children between 10 and 15 years old. The Finnish-based platform had reached 80 130 Global Kids (2007), Best Practices in Using Virtual Worlds For Education, Global Kids Inc. Available at: http://www.holymeatballs.org/pdfs/BestPractices.pdf [Accessed 2nd December 2008] 131 Kelton, AJ (2007) Second life: Reaching into the Virtual World for Real-World Learning Available at: http://www.it.udel.edu/SecondLifeERB.pdf [accessed 15th December 2008] 132 Global Kids (2007), Best Practices in Using Virtual Worlds For Education, Global Kids Inc. Available at: http://www.holymeatballs.org/pdfs/BestPractices.pdf [Accessed 2nd December 2008] 133 Avanzato, R (2007) Second Life Virtual Community- Resources for Educators Available at: http://www.asee.org/activities/organizations/sections/proceedings/MiddleAtlantic/2007fall/13-SecondLife-Virtual-Community.pdf [accessed 15th December 2008] 134 Stevens, V (2006) Second Life in Education and Language Learning. Available at: http://teslej.org/ej39/int.html [Accessed 2nd December 2008] th 135 Available at: http://www.habbo.co.uk/ [accessed 17 December 2008] Grant Agreement nº 224369 PUBLIC 30/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities million registrations by September 2008 (Reding136, 2008). According to Johnson137 and Toiskallio (2007), it incorporates a software product for digital communities, a social networking platform for children and a playful yet non-violent environment that parents can trust. Habbo originally used multimedia CD-ROMs and Internet chat rooms, however with the implementation of Web 2.0 and particularly the shockwave plug-in, enabled the web browser version to flourish. In a study carried out by Johnson138 and Toiskallio (2007) on 10,613 Habbo users it was found that 75% were aged between 10-14 years old, and that 90% did not want to pay for the service. From this research they found that the basic fundamentals of the virtual world are users creating content and interacting with others. Due to these foundations many of the virtual worlds are believed to have qualities that support contemporary pedagogy (Esteves139, 2006). 3.3.8 LinkedIn LinkedIn140 is a social network of over 30 million business professionals from around the world. The site allows users to create profiles that summarise professional and academic achievements. Using the network you can: find potential clients; be headhunted; search for latest job opportunities; discover connections that assist in acquiring jobs; post and distribute job listings; find high-quality candidates; and make introductions. LinkedIn has grown exponentially by 300% per annum; the determinate factor for this growth is sociality and this is also the key to the social networks success (Todor141, 2007). The success of LinkedIn is due to the mass participation and common interest. This example of a popular online business community (although not extensively used currently by the target demographic) is potentially relevant and valuable to the ComeIn project as it seeks to address its objective; to make MYPs employable and to involve them in enterprise. 3.4 Health and Safety issues 136 Reding, V (2008) Social Networking in Europe: success and challenges Available at: http://akgul.bilkent.edu.tr/eu/SPEECH-08-465_EN.pdf [accessed 17th December 2008] 137 Johnson, M & Toiskallio, K (2007) Who are the Habbo Hotel users – and what are they doing there? Available at: http://www.consumer2007.info/wp-content/uploads/innovation%2016-%20Johnson.pdf th [accessed 17 December 2008] 138 Ibid. 139 Esteves, M; Morgado, L; Martins; P; Fonseca, B (2006) The use of Collaborative Virtual Environments to provide student’s contextualisation in programming Available at: http://hal.archivesouvertes.fr/docs/00/19/02/88/PDF/m-ICTE2006EstevesMorgadoMartinsFonseca.pdf [accessed 17th December 2008] 140 Available at: http://www.linkedin.com/static?key=company_info [Accessed 2nd December 2008] 141 Todor, J. (2007), Social Networks and Online Communities Create Elastic Ties and Surprisingly Powerful Pay-Offs Available at: http://www.thewhetstoneedge.com/papers/socialnetworks.pdf [Accessed 24th November 2008] Grant Agreement nº 224369 PUBLIC 31/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Online safety is an important feature of online communities as personal identity and other attributes are frequently shared. Some communities support privacy settings so that information can be shared between groups. Recent research by the UK Office of Communications (Ofcom, 142 2008) found that young people do not regard privacy and safety as a main concern while using social networks. 34% of 16-24 year olds willingly posted personal information, photographs and other content. 44% of 16+ year olds left their privacy settings ‘open’ meaning anyone could access their profiles. 17% of 16+ year olds spoke to people they did not know. Lazar143 and Preece (2002) believe that “For users to communicate freely, they must feel that their privacy is protected”. Formal privacy statements should be made describing how personal information will be used, for example whether it will be sold on to other companies. They also say that one of the best security techniques is to encourage the user to be more expressive, to show others that there is a physical person behind alias. Odell144 et al. (2008) suggests that there is a belief that both the institution and the student’s reputation could be at risk if online communities are also used as learning platforms; the large amount of open disclosure on social networking sites can leave users open to identity theft. They also raise concerns that the concept of friendship between tutor and student may overstep the boundaries of a suitable relationship. There is a ‘need to act responsibly’. Having a tutor as a friend on Facebook allows them to access your profile, which may be detrimental to the relationship. Many experts believe that the safety precautions taken to protect young people from potential dangers are excessive. “The educational and psychosocial benefits of this type of communication [on social networking sites] can far outweigh the potential dangers” (Tynes 145, 2007). Social networking sites can facilitate personal identity exploration, provide social cognitive skills, and satisfy the need of young people for social support, intimacy, and autonomy. By promoting relevant safe Internet behaviour, parents can feel more comfortable about their children using online community sites. From the research in this area it seems that online communities need to have sufficient safety features. Many potential participants may be put off by the potential dangers; however implementing strong protection policies may discourage young people from taking part in an online community. The literature also suggests that there should be specific regulations governing the community to restrict abusive language and discourage harmful behaviour. 142 Ofcom (2008), Social Networking: A quantitative and qualitative research report into attitudes, behaviours and use. Available at: www.ofcom.org.uk/advice/media_literacy/medlitpub/medlitpubrss th /socialnetworking/report.pdf [Accessed 7 November 2008] 143 Lazar, J. & Preece, J. (2002), Social Considerations in Online Communities: Usability, Sociability, and Success Factors, p. 21. Available at: www.ifsm.umbc.edu/~preece/Papers/herre_chapter03.pdf th [Accessed 5 November 2008] 144 th Odell, A., Nevin, P. & Roberts, H. (2008), Education in your face(book)! 7 European Conference in th e-Learning, University of Cyprus 5-6 November 2008, p. 272. Academic Publishing Ltd: Reading, UK 145 Tynes, B (2007) Internet Safety Gone Wild? Sacrificing the educational and psychological benefits of online social environments Journal of Adolescent Research p575 Available at: http://faculty. th washington.edu/thurlow/guestlectures/tas/tynes(2007).pdf [accessed 18 December 2008] Grant Agreement nº 224369 PUBLIC 32/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities The Bryon Report (Byron146, 2008) argues that the digital divide between parents and children has meant that parents feel unable to manage possible Internet risks; due to the risk-averse nature of human culture, parents are stopping their children’s developmental drive to socialise. However, to help us measure and manage the digital risks, we must discern whether the advantages and possible development that technology has on young people is greater than the probability of risk. Precautions should be implemented, but young people’s access to the Internet should not be stopped. In respect to MYPs Byron states that, “there is evidence to suggest that the parents of children from more socially disadvantaged backgrounds are less able to protect against the risks of the Internet and require additional support” (Byron147, 2008). 3.5 Psycho-Social Issues Broß148, Sack and Meinel (2007) believe that, “Hiding one’s true identity through the use of pseudonyms would encourage participation in virtual communities. The sheer sense of community, as well as the ability to identify with the virtual community enhance the likelihood of members contribution and participation”149. The available time and topical interest levels of discussion govern participation. The users need to have the time and inclination to communicate; therefore potential users should have available information and help with any new technology to reduce the amount of time it takes to participate. Most experts ‘believe that, in order to allow a community to reap its full benefits, the first thing the organization management team and sponsor should act upon is its operational leadership.’150 Therefore, to protect and nourish the development of community some formal leadership should be in place. There are several factors, summarised by Broß151, Sack and Meinel (2007), which are incentives for participation: • Leader involvement - helps to foster an active community, as it promotes collaboration and trust. • Offline interaction - provides a strong base for community relationships. • Usefulness - the community must provide content that is useful to audience, otherwise is no value in joining. 146 Bryon, T. (2008), Safer Children in a Digital World- The Report of the Byron Review. Available at: th http://www.dcsf.gov.uk/byronreview/pdfs/Final%20Report%20Bookmarked.pdf [accessed 19 December 2008] 147 Ibid. pp. 7-8 148 Broß, J; Sack, H. & Meinel, C. (2007), Encouraging Participation in Virtual Communities: The “ITsummit-blog” Case. Available at: http://users.minet.uni-jena.de/~sack/Material/eSociety2007.pdf [Accessed 24th November 2008] 149 Ibid 150 Bourhis, A; Dube, L. & Jacob, R. (2005), The Success of Virtual Communities of Practice: The Leadership Factor, p.31. Available at: http://www.ejkm.com/volume-3/v3i1/v3-i1-art3-bourhis.pdf [Accessed 17th November 2008] 151 Ibid Grant Agreement nº 224369 PUBLIC 33/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities • IT-infrastructure - should be of a high quality and the technological platform should foster communication efficiently with a site that is easy to use. “User-to-user communication is key. While your organisational objective is to increase your ability to communicate with people, the participants are likely primarily interested in talking to one another” (Cohen,152 2008). He outlines several attributes to encourage relationships: • Privacy Protection - carefully establishing communicative techniques that consider peoples privacy settings. • Rich User Identities - consider allowing user to personalize their page, so interaction is easier. • Groups and Discussion Lists - allow members, once you have large numbers, to set up spaces to discuss more specific interests. • Leverage Off-line Events - ensure that members also meet face-to-face. On the other hand Matzat153 and de Vos (2000) warn that constant use of online communities can foster uninhibited and anti-normative behaviour, de-personalisation, or a reduction in social interaction all together. They also address the issue of trust. The use of an online community requires the individual to place a certain amount of trust in other people, which can have positive personal gains. There may, however, be incentives for someone else to abuse that trust. There are a large number of examples of abuse of trust, for instance companies selling personal information to other companies, or intentionally giving out inaccurate information during discussion. Each individual member of an online community may also have a different opinion of what is appropriate ‘netiquette’, which may cause conflict. Melinger154 (n.d.) of Socialight suggest that the use of social networking sites and particularly social networking sites on mobile devices can have a serious detrimental effect on a person’s mental and sociological health. Melinger155 (n.d.) has attempted to design a community that endorses face-to-face communication. Social networking sites provide us with long-lasting insights into the identity of young people. Teens are modelling identity using their social networking profiles; they are able to present themselves in a way they may not feel comfortable with, in public life (Boyd156, 2007). Teenagers also have the sense of shared community identity. Social acceptance in a community is an important characteristic for smooth transition to adulthood. 152 Cohen, A. (2008), Characteristics of Successful Online Communities, Available at: th http://www.idealware.org/articles/successful_communities.php, [Accessed 5 November 2008] 153 Matzat, U. & de Vos, H. (2000), Online Communities: Which conditions make them successful? Available at: http://www.ppsw.rug.nl/matzat/online-communities.pdf, [Accessed 6th November 2008] 154 Melinger, D. (n.d.), Socialight: Social Network, meet Mobile Network Available at: http://bionicdan.net/depot/socialight_chapter.pdf [Accessed 4th December 2008] 155 Ibid. 156 Boyd, D (2007) Why Youth (Heart) Social Network Sites: The Role of Networked Publics in Teenage Social Life Available at: http://www.danah.org/papers/WhyYouthHeart.pdf [accessed 17th December 2008] Grant Agreement nº 224369 PUBLIC 34/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities From her research, Lenhart157 (2006) found that social networking sites are popular among teenagers as they provide an alternative way of expression and the activities involved they find appealing. Most of the content that young people post is expressive and full of idealism. Although there are risks with expressing themselves so openly, the positives may outweigh the negatives. Many of the young people interviewed in the Pew Internet Study158 (2007), were aware of the dangers of social networking sites and have taken steps to address these issues. From all the research above it would appear that participation is one of the principal factors in a successful online community. Community members are interested in an easy to navigate, simple community, which satisfies their goals. The design of the community must reflect the needs of its audience to encourage information sharing and collaboration. 157 Lenhart, A (2006) Testimony by Amanda Lenhart Available at: http://www.pewinternet.org/ ppt/Pew%20Internet%20Project%20SNS%20testimony%20-%207%2007%2006%20-%20submitted.pdf th [accessed 17 December 2008] 158 Lenhart, A; Madden, M; Rankin Macgill, A; & Smith, A (2007) Teens and Social Media- The use of social media gains a greater foothold in teen life as they embrace the conversational nature of interactive online media Pew Internet Available at: http://www.pewinternet.org/pdfs/PIP_ Teens_Social_Media_Final.pdf [accessed 03/12/08] Grant Agreement nº 224369 PUBLIC 35/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 4 Online Communities and Learning According to Sendaula159 and Biswas (2004), “it is not uncommon for high school and college students to spend hours on-line, playing video games and chatting in multiple chat-rooms. One possible way to get their interest and attention to their academic matters is the use of interactive learning systems with appropriate tutoring and mentoring.” Teenagers have embraced peer-to-peer written communication through social networking pages, emails, instant messaging and text messaging. Some believe that these modes of communication are inspiring a new generation of appreciative writers. Arafeh160 et al. (2008) suggest that although 60% of teens do not think of electronic texts as writing, this disassociation is erroneous. Teens are motivated to post when it is expected of them, the topic is relevant to them and if the there is an audience interested in their contribution. Laurillard161 (2002) identifies three ways in which a successful online community can deliver media to students: • Narrative - The delivery of information is one way. • Interactive - There is an interaction with the resource. • Adaptive - The resource changes because of the interaction with it from the user. The author also further identifies two types of collaborative media: • Communicative - The key characteristics is that participants communicate. • Productive - The focus is that the participants create content on delivery. It is important to provide good delivery techniques because student attrition is a major problem for virtual learning environments; a large percentage of students receive low results because their participation reduces (Stanford-Bowers 162, 2008). Belgrove163, Griffin, & Makepeace (2008) outlined the development of an online 159 Sendaula, M. & Biswas, S. (2004), Curriculum Deceleration and On-Line Learning Communities for Working Students. Available at: http://fie.engrng.pitt.edu/fie2004/papers/1385.pdf [Accessed 20th November 2008] 160 Arafeh, S; Lenhart, A; Smith, A. & Rankin Macgill, A. (2008), Writing, Technology and Teens. Pew Research Centre Publications. Available at: http://pewresearch.org/pubs/808/writing-technology-andteens [Accessed 24th November 2008] 161 Laurillard, D. (2002), Rethinking University Teaching (2nd ed.) Routledge. Available at: http://books.google.com/books?id=RDsOAAAAQAAJ&dq=Laurillard+D+(2002)+Rethinking+University+ Teaching+(2nd+edition&pg=PP1&ots=Pc-2VLmc3R&source=bn&sig=96qO0TwG6FH th SrJ5BLGPV1m86lcs&hl=en&sa=X&oi=book_result&resnum=4&ct=result#PPR6,M1 [Accessed 11 November 2008] 162 Stanford-Bowers, D. (2008), Persistence in Online Classes: A Study of Perceptions among Community College Stakeholders MERLOT Journal of Online Learning and Teaching Vol. 4, No. 1, 2008 Available at: http://jolt.merlot.org/vol4no1/stanford-bowers0308.pdf [accessed 21/11/08] 163 Belgrove, M; Griffin, J; & Makepeace, B. (2008), Using e-learning Tools to Build a Community of th Distance Learners: A Progress Review and Call for Collaboration. The University of Cyprus, 7 Grant Agreement nº 224369 PUBLIC 36/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities community for long distance learning. The University of East London has implemented this community to help students keep up-to-date with their studies. “The purpose of this community has evolved during its tenure and has been seen variously as a social space for students, an asynchronous online helpdesk and a repository for resources relating to effective online learning.”164 The success of any virtual learning community is dependent upon its formation. Brook165 and Oliver (2002) state that online learning can only be fostered effectively in well-constructed collaborative environments. 4.1 Contemporary Constructivist Pedagogy – e-learning Odin166 (n.d.) summarises Salmon’s167 (2005) model of e-learning as follows: Stage 1- a welcome message to encourage members of learning community. Ensuring that the students are comfortable accessing relevant information and navigating learning environment. Stage 2- encourage social interaction, provide structure and netiquette guidelines for group. Attempt to get user to participate using engaging statements. Stage 3- ensures that users exchange information and read relevant materials. The information exchange should be followed up by discussions and reports on findings. Stage 4- the learning environment should provide more activities and forums to facilitate the learning process. This stage should prompt course-related discussions. Stage 5- finally the last stage involves a more detailed form of interaction, where the users generate discussion content, share skills and information, and reflect upon their own learning process. th European Conference on e-Learning, University of Cyprus 5-6 November 2008, p. 91. Academic Publishing Ltd: Reading, UK 164 Ibid 165 Brook, C. & Oliver, R. (2002), Supporting the Development of Learning Communities in Online Settings. Available at: http://elrond.scam.ecu.edu.au/oliver/2002/edmedia2.pdf [Accessed 21st November 2008] 166 Odin, J. (n.d.), Does e-moderating an active online classroom create? Available at: http://www.aln.org/resources/reviews/pdf/review2.pdf [Accessed 24th November 2008] 167 Salmon, G. (2005), Learning Submarines: Raising the Periscopes. Available at: http://nw2000.flexiblelearning.net.au/main/key03.htm [Accessed 16th December 2008] Grant Agreement nº 224369 PUBLIC 37/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Figure 1. Salmon’s five-stage model of teaching and learning online through elearning Knox168 and Gerrard (2007) support Salmon’s five-stage model of e-learning, however from their research they have found that not all students can successfully reach stage four in ideal way, but that student interaction is collaborative. An online learning community matures once the users realise that they all have shared commitment and interact to facilitate this aim (Stanford-Bowers 169, 2008). Salmon’s170 (2005) theory provides a durable framework for online learning. It offers a paradigm incorporating contemporary theory and practice into the community learning process. For Dimai171 and Ebner (n.d.), “the possibility to bring teachers and students more in touch and the promotion of student-student as well as student-teacher dialogues seem to be a great promise of elearning in higher education.”172 They also claim that as many young people feel that it is better to communicate with someone physically, 168 Knox, H. & Gerrard, C. (2007), Building an Online Learning Community: What Does it Take to Make it Work? Available at: http://journals.ucfv.ca/rr/RR11/article-PDFs/gerrard-knox.pdf [Accessed 25th November 2008] 169 Stanford-Bowers, D. (2008), Persistence in Online Classes: A Study of Perceptions among Community College Stakeholders MERLOT Journal of Online Learning and Teaching Vol. 4, No. 1, 2008. Available at: http://jolt.merlot.org/vol4no1/stanford-bowers0308.pdf [Accessed 21st November 2008] 170 Salmon, G. (2005), Learning Submarines: Raising the Periscopes. Available at: http://nw2000.flexiblelearning.net.au/main/key03.htm [Accessed 16th December 2008] 171 Dimai, B. & Ebner, M. (n.d.), Community without a vision won’t work. p.6, Available at: http:// th www.inter-disciplinary.net/ci/mm/mm1/dimai_ebner%20paper.pdf [Accessed 6 Novemeber 2008] 172 Ibid Grant Agreement nº 224369 PUBLIC 38/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities elearning must offer some sort of personal online socialisation. During the learning process it is important to break students down into related sub-groups, so that they can contact relevant members for advice or information. Student attrition is a major problem for virtual learning environments; a large percentage of students receive low results because their participation reduces. Therefore, Stanford-Bowers 173 (2008) suggests that online courses designed around the student offer greater satisfaction. The students comprising online learning communities only acquire the benefits of online learning once they understand their obligation to share content and interact with others. According to Fooks 174 (2006), once students are participating, it is essential, to get students to contribute thoughtfully. He suggests that to avoid lurking, the participation levels expected should be defined prior to the beginning of the course. Although it is not advised to have an over-authoritarian approach, students will know the contribution rates expected of them. However, Buckley175et al. (2005); and Johnson176 and Dyer (2005) believe that an environment that promotes the user defining their own content and structure, rather than ICT models that rely on heavily text-orientated structure, are the most effective online learning environments. User-generated content is a fundamental catalyst for student interaction. Johnson177 and Dyer (2005) said, “research has found that a simple on-line delivery mechanism for content does not serve to re-engage this group of young people in learning and the social interactions of a virtual learning community are needed.” They found that learners engage more with creative sociable educative areas such as music. For young people to engage with learning material, “new pedagogies are needed as the digital age develops which reflect collaboration, internalising thinking, reflection and iteration rather than the concept of the taught lesson”178 Mason179 (2005) shares Johnson and Dyer’s (ibid) constructivist approach to pedagogies. “To ensure effective teaching and learning, online teachers should have a social constructivist philosophy, which involves taking on the role as a facilitator of their students' learning.”180 173 Stanford-Bowers, D. (2008), Persistence in Online Classes: A Study of Perceptions among Community College Stakeholders, MERLOT Journal of Online Learning and Teaching Vol. 4, No. 1, 2008. Available at: http://jolt.merlot.org/vol4no1/stanford-bowers0308.pdf [Accessed 21st November 2008] 174 Fooks, L. (2006), Some Key Success Factors of an Online Learning Community. Available at: http:// lfooks.files.wordpress.com/2006/08/online_success_factors_wp.pdf [Accessed 27th November 2008] 175 Buckley, D; Conahan, S. & Munoz (2005), Lessons Learned: Community Standards – The Early Lessons of Mobile Community – Building Wireless Business Forecast December 2005 Available at: http://www.motricity.com/pdf/pr/05_1205.pdf?PHPSESSID=11c4a05123f8fcdf24028ec06c2fb5a7 [Accessed 20th November 2008] 176 Johnson, J. & Dyer, J. (2005), User-defined content in a constructivist learning environment p.8. Available at: http://www.formatex.org/micte2005/169.pdf [Accessed 24th November 2008] 177 Johnson, J. & Dyer, J. Using multimedia in an on-line community for disenfranchised youth. Proceedings of the Digimedia Conference 2005 held in Cairo, Egypt. 178 Ibid p.14 179 Mason, A. (2005), Effectiveness and delight in an online learning community: A learner-centred approach, p.5. Available at: http://videolinq.tafe.net/learning2005/papers/mason.pdf [Accessed 25th November 2008] 180 Ibid. Grant Agreement nº 224369 PUBLIC 39/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities New forms of media have meant that there has been a shift in the way that young people socialise and learn (Ito181 et al., 2008). However, to successfully engage young people the design of the community must facilitate these contemporary characteristics. Online learning is mainly self-directed and therefore positive outcomes arise from personal involvement. “The most important factors are the availability of technical resources and a context that allows for a degree of freedom and autonomy for self-directed learning and exploration.”182 According to Seufert 183 et al. (2002) a successful online learning platform that comprises contemporary constructivist pedagogy must have the following characteristics • A means to present factual knowledge coupled with creative thinking. • Support for students learning; both subject and process-orientated. • Supervision and guidance for navigating course. • Provided assistance for complex learning environment. • An ability to foster a long lasting community that can continually evolve. Research by Preece, 184 Maloney-Krichmar and Abras (2003) acknowledges that education has already evolved due to the development of online learning communities: ‘Online learning communities have sprung up in the form of distance education classes, knowledge-building communities and technological cyber schools, a kind of virtual clubhouses where children can experiment with technology and learn.’ It is the opinion of Mason185 (2005) and Carroll186 et al. (2008) that virtual learning environments were initially developed as delivery vehicles for information. However, recently they have become more interactive environments with a higher audience 181 Ito, M; Horst, H; Bittanti, M; Boyd, D; Herr-Stephenson, B; Lange, G; Pascoe, C; & Robinson, L (2008) Living and Learning with New Media: Summary of Findings from the Digital Youth Project Available at: http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-WhitePaper.pdf [accessed 15th December 2008] 182 Ito, M; Horst, H; Bittanti, M; Boyd, D; Herr-Stephenson, B; Lange, G; Pascoe, C; & Robinson, L (2008) Living and Learning with New Media: Summary of Findings from the Digital Youth Project p22 Available at: http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-WhitePaper.pdf [accessed 15th December 2008] 183 Seufert, S; Lechner, U; & Stanoevska, K. (2002), A Reference Model for Online Learning Communities International Journal on E-learning January-March 2002, pp.42-55. Available at: http://sciltest.unisg.ch/seufert/docs/reference-model-online-learning-communities.pdf [Accessed 27th November 2008] 184 Preece, J., Maloney-Krichmar, D. & Abras, C. (2003), History and emergence of online communities, pp. 6-7. Available at: th http://www.ifsm.umbc.edu/~preece/paper/6%20Final%20Enc%20preece%20et%20al.pdf [Accessed 6 November 2008] 185 Mason, A. (2005), Effectiveness and delight in an online learning community: A learner-centred approach. Available at: http://videolinq.tafe.net/learning2005/papers/mason.pdf [Accessed 25th November 2008] 186 Carroll, F; Kop, R. & Wooward, C. (2008), Sowing the Seeds of Learner Autonomy: Transforming the th VLE into a Third Place Through the use of Web 2.0 Tools - 7 European Conference in e-Learning, Cyprus (2008) edited by Williams, R. Academic Publishing Limited: Reading, UK. Grant Agreement nº 224369 PUBLIC 40/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities penetration, which has led to more engagement. It has allowed learners to work independently but also encourages interaction. The authors state that development of new technology (such as Web 2.0) has meant that communication areas of online learning communities can incorporate tools that allow students to collaborate more effectively. Such tool sets should include both asynchronous and synchronous communication tools for a successful online learning community. Due to the literacy levels of teens, Daniel187 (2002) suggested that virtual learning communities need set parameters for language and culture. The use of language is important as it encourages members to communicate effectively. The culture of the site should be to socialise, to encourage learning. A hospitable environment should be maintained to promote participation; according to the author the crux of the community is the sharing of resources. Examples of virtual learning environments that make use of Web 2.0 technology are WebCT and Blackboard (although now merged February 2006188), which according to Altany 189 and Franke (2002) have pedagogical features that determine their success. WebCT and Blackboard have integrated mail and discussion tools, which are used at institutions discretion. The chat room feature incorporates an interactive white board, to be used as a Virtual Classroom. Assessment tools, on both virtual learning platforms, allow students to turn in their work online with notification receipt, track their progress and receiving grade through service. The systems offer uploading tools, which allow course content and material to be posted for students to read, summarise or print. WebCT has personalisation features; the student can customise their background to suit their needs. Both community applications have homepages for announcements and additional resource information. Research into providing a general online community for trainee teachers (Gutke190 and Albion, 2008; and Olofsson191, 2007), found that the members had better support and advice through the community than if it did not exist. The users could use the bank of experiences to solve their issues. The research found that the online discussion area was the most useful resource. 187 Daniel, B. (2002), Building Social Capital in Virtual Learning Communities Available at: http://www.usask.ca/education/coursework/802papers/daniel/daniel.pdf [Accessed 26th November 2008] 188 Press Release- Blackboard Inc.'s Merger with WebCT, Inc. Receives Regulatory Clearance Available at: http://www.blackboard.com/company/press/release.aspx?id=812824 [Accessed 20th November 2008] 189 Altany, A. & Franke, T. (2002), WebCT vs. Blackboard: Report of the Course Management Task Force. Available at: www.wcu.edu/it/cio/planning/cmsfinalreport.pdf [Accessed 20th November 2008] 190 Gutke, H. & Albion, P. (2008), Exploring the worth of online communities and e-mentoring programs for beginning teachers Society for Information Technology & Teacher Education 19th International Conference (2008), Las Vegas. Available at: http://eprints.usq.edu.au/3994/1/Gutke_Albion_SITE_20008.pdf [Accessed 25th November 2008] 191 Olofsson, A. (2007), Participation in an Educational Online Learning Community Available at: http://www.ifets.info/journals/10_4/4.pdf [Accessed 25th November 2008] Grant Agreement nº 224369 PUBLIC 41/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 5 Mobile Online Communities 5.1 Prevalence of Mobile Communities Social networking sites have targeted the wireless mobile market because of the high market penetration of the mobile phone. Mobile phones provide a platform for instant access to social networks and according to Kharif192 (2006) there is already a significant demand for uploading photo pictures to social networking sites, and that this is a natural progression from larger computers. Table 6. Users of Mobile Social Networks193 An online survey (conducted by Heldt 194, Broll and Lehmann, 2008) found that 71.1% of participants do not use their phones for Internet data services. Furthermore, it revealed that 88.9% of all participants were not aware of any mobile online communities. However, of those that are aware 86.7% are members of online communities. “The main outcome of the questionnaire was that people expect a high level of security and their goal is to communicate with their friends.”195 192 Kharif, O. (2006), Social Networking Goes Mobile Business Week Online Available at: http://www.businessweek.com/technology/content/may2006/tc20060530_170086.htm [Accessed 24th November 2008] 193 Goldhammer, K.; Wiegand, A.; Becker, D.; & Schmid, M. (2008), Goldmedia Mobile Life Report st 2012, Mobile Life in the 21 Century, Status Quo and Outlook, p.22. Bitkom. 194 Heldt, S; Broll, G. & Lehmann, P. (2008), Mobile Communities – Requirements and Features for Success. Available at: http://www.medien.ifi.lmu.de/pubdb/publications/pub/heldt2008miux/heldt2008miux.pdf [Accessed 17th November 2008] 195 Ibid Grant Agreement nº 224369 PUBLIC 42/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Rheingold196 (2002); Ryan197 and McGovern (2003); Chard198 (2008); and Schweitzer199 (n.d.) perceive mobile online communities as a logical progression from larger computers, comprising both the positive characteristics of mobile technology and of virtual communities. The main attraction of these is that the community and resources of which they are composed are instantly accessible. As billions of SMS messages are sent everyday, mobile communities can exploit this communication market. Users of online communities will be in constant contact with virtual community applications on mobile devices. Chayko200 (2007) concurs, further highlighting the importance of personal availability and the value of having a continuous source of material at your disposal anywhere and at anytime. According to Kietzmann201 (2004) and Chincholle202 et al. (2008) there has been a technical shift in communication, both in the UK and with Ericsson users worldwide, from writing and speaking to texting and emailing. The features of mobile devices are becoming more advanced and already people can work on the move, changing the structure of the working day. Mobile enabled workers are now available continually, able return calls, emails and text messages from their mobile devices. Mobile social networks permit users to access information and communicate with other members of the community. The main distinction between the web version and the phone version is the mobility or access anywhere (Markides203 and Coetzee, 2008). “Mobile devices are the perfect gateways between real- and cyberspace. Their high availability ensures that almost everybody can populate the new square that connects cyberstreets with concrete roads” (Kuhn204 and Wattenhofer, 2006). Modern mobile phones are considered to be social networking devices, as they have a range of tools such as contact numbers and messaging facilities. In the opinion of the authors, sharing files among phone users is simpler than uploading from a computer and a good virtual community could accommodate this. 196 Rheingold, H (2002), Mobile Virtual Communities. Available at: http://www.vodafone.com/flash/receiver/06/articles/pdf/02.pdf [Accessed 17th November 2008] 197 Ryan, C. & McGovern, J. (2003), Next Generation Virtual Communication. Available at: http://goanna.cs.rmit.edu.au/~caspar/ATcrc/1.2/ATRCRPaperCommunity.pdf [Accessed 27th November 2008] 198 Chard, I. (2008), Share, Collaborate, Exploit – Defining Mobile Web 2.0 Available at: http://www.cs.ucl.ac.uk/staff/d.quercia/others/mobile2.pdf [Accessed 4th December 2008] 199 Schweitzer, S. (n.d.), Functionalities of Online Communities of Practice. Available at: http://java.cs.vt.edu/public/classes/communities/uploads/schweitzer_project_draft.pdf [Accessed 21th November 2008] 200 Chayko, M. (2007), The Portable Community: Envisioning and Examining Mobile Social Connectedness. Available at: http://www.cse.edu/fileadmin/user_upload/pdf/portable_community.pdf [Accessed 18th November 2008] 201 Kietzmann, J. (2004), Mobile Communities of Practice. Available at: http://www.carstensorensen.com/download/Kietzmann2004.pdf [Accessed 18th November 2008] 202 Chincholle, D; Bjorn, M; Norlin, C. & Lindqvist, M. (2008), Chat on a phone, not a PC clone: IMSbased mobile community service, Ericsson Review No. 1, 2008, p.14. Available at: http://www.ericsson.com/ericsson/corpinfo/publications/review/2008_01/files/2_Chat_on_phone.pdf [Accessed 12th November 2008] 203 Markides, B. & Coetzee, M. (2008), Trusted information sharing for mobile social networks Available at: http://www.cs.uct.ac.za/Research/DNA/microweb/WCITD2008/proceedings/papers/p12.pdf [Accessed 3rd December 2008] 204 Kuhn, M. & Wattenhofer, R. (2006), Community-Aware Mobile Networking. Available at: http://www.dcg.ethz.ch/publications/mspe06.pdf [Accessed 17th November 2008] Grant Agreement nº 224369 PUBLIC 43/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 5.2 Other Relevant Research into Existing Mobile Online Communities In a recent survey conducted by ABI Research205, out of 500 members of social networks 46% had visited a mobile social network. Of those surveyed, 70% had visited MySpace mobile application, 67% had visited Facebook mobile application and no other social networking site was visited by more than 15%. This indicates the large gap between these two leading sites and all other social networking sites (Business Wire206, 2008). To put this research into context, Ericsson207 carried out qualitative research in November 2006, using 75 men and women aged between 15 - 25, to understand the current technological needs of mobile phone users. According to Chincholle208 et al. (2008) “the service concept was developed using a user-centred design (UCD) process that takes an iterative approach to design, implementation and evaluation.” The perceived purpose of mobile phones and computers is to stay connected with friends. However, mobile phones allow users to interact while on the move. “Despite low initial interest for MSN-like chatting using a mobile phone, the response to the service prototype during usability testing and in-depth interviews was much more positive.”209 They conclude that the research only highlighted minor usability issues, concerning user interface and slight functional improvements. The major issue encountered was that users preferred to keep PC contacts and phone contacts separate: “Consequently, end-users do not particularly want a PC service which has been imported to the mobile phone. Instead, they perceived the IMS-based concept as a service optimized for the mobile phone and its unique functionality. More specifically, it can provide a set of tools for a community.”210 Other theorists share this point. Wenger211 et al. (2005) and Kietzmann212 (2004) comment that mobile communities of practice require more than just a mobile phone. Their success is dependent upon various aspects. There is an issue of appropriation of devices; the mobile must suit the intention of the communities communication needs. Kietzmann (2005) also suggests that although appropriate technology must be available, “technology by itself does not create knowledge, learning, 205 Available at: http://www.abiresearch.com/home.jsp [Accessed 20th November 2008] Business Wire (2008), MySpace and Facebook Fast Becoming the Leading Mobile Social Networks, th Says ABI Research, 6 October 2008. Available at: http://findarticles.com/p/articles/mi_m0EIN/is_2008_Oct_6/ai_n29478467 [Accessed 20th November 2008] 207 th Available at: http://www.ericsson.com [Accessed 12 November 2008] 208 Chincholle, D.; Bjorn, M.; Norlin, C. & Lindqvist, M. (2008), Chat on a phone, not a PC clone: IMSbased mobile community service, Ericsson Review No. 1, 2008, p.14. Available at: http://www.ericsson.com/ericsson/corpinfo/publications/review/2008_01/files/2_Chat_on_phone.pdf [Accessed 12th November 2008] 209 Ibid 210 Ibid 211 Wenger, E; White, N; Smith, J. & Rowe, K. (2005), Technology for communities Available at: http://technologyforcommunities.com/CEFRIO_Book_Chapter_v_5.2.pdf [Accessed 2nd December 2008] 212 Kietzmann, J. (2004), Mobile Communities of Practice, p.16. Available at: http://www.carstensorensen.com/download/Kietzmann2004.pdf [Accessed 18th November 2008] 206 Grant Agreement nº 224369 PUBLIC 44/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities communication or community development.”213 The management of mobile communities should facilitate the relationship between people and technology and provide relevant training. The design of a mobile device restricts certain social functions and applications found on a Web-based versions (Ziv 214 and Mulloth, 2007 and Buckley 215, Conahan and Munoz 2005). Limitations on design, due mainly to screen size and memory, mean that designing a suitable interactive interface is essential. Social networking sites like MySpace and Facebook have accomplished this (as shown in figure 2). Figure 2. Facebook and MySpace mobile interfaces. Facebook Interface216 MySpace Interface217 Cultivating an online mobile community requires an assessment of the principles that govern any community of practice (Wenger’s 218, 2004; Moule219, 2006; and Brown220, 2005). Providing an environment that can promote social interactions is key, yet knowing one’s technological limits is a fundamental prerequisite of any success. Mobile Web 2.0 is still developing but has already provided opportunities for successful mobile communities such as Facebook, MySpace and those mentioned in section 5.2. 213 Ibid Ziv, N & Mulloth, B. (2006), An Exploration on Mobile Social Networking: Dodgeball as a Case in Point p.6. Available at: http://www.poly.edu/management/_doc/nina/socialnetworking21.pdf [Accessed 26th November 2008] 215 Buckley, D; Conahan, S. & Munoz (2005), Lessons Learned: Community Standards – The Early Lessons of Mobile Community – Building Wireless Business Forecast December 2005. Available at: http://www.motricity.com/pdf/pr/05_1205.pdf?PHPSESSID=11c4a05123f8fcdf24028ec06c2fb5a7 th [Accessed 20 November 2008] 216 Available at: http://www.flytip.com/blog/wp-content/uploads/2007/01/ facebookmobile.jpg 217 Available at: http://www.pocketnow.com/html/portal/news/0000004726/NewsImage/ MySpaceMobile1.gif 218 Wenger, E. (2004), Communities of practice- a brief introduction Available from: http://www.ewenger.com/theory/index.htm [Accessed 10th November 2008] 219 Moule, P. (2006), Developing the Communities of Practice, Framework for On-Line Learning The Electronic Journal of e- Learning Volume 4 Issue 2, pp 133 – 140 Available at: http://www.ejel.org/volume-4/v4-i2/moule.pdf [Accessed 25th November 2008] 220 Brown, R. (2005), Pragmatic Suggestions for Growing On-line Communities of Practice Available at: http://www.associatedcolleges-tc.org/cotf/COTFXI/materials/Pragmatic-handout.pdf [Accessed 10th November 2008] 214 Grant Agreement nº 224369 PUBLIC 45/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities The possibility of future successful mobile community platforms is supported by ABI research, 221 which has projected that by 2013 the mobile social networking market will generate revenues of $3.3 billion. They project that there will be in excess of 140 million subscribers worldwide. This depicts the projected future mass demand that the mobile social networking market has and will have. Chard222 (2008) illustrates the current Mobile Web 2.0 global market, incorporating mobile social networking/usergenerated content, mobile search and mobile instant messaging, being worth $5.5bn. He forecasts that this market will be worth up to $22.4bn by 2013. In a survey conducted between May and June 2008 by ICM Research (commissioned by Shine Communications on behalf of Vodafone, and analysed by Haddon223 (2008)): Of the 709 participants (all Internet users) 94% had a mobile phone and 18% had various forms of Smartphone.224 Of these device owners, a further 18% had never used email and 25% had never visited websites on their phones. Only 24% of all Internet enabled phone users had ever used them to access social networking sites, and 7% had used them regularly. However, of the 18 - 24 year olds, 20% use their phones to access social networking sites regularly. Of these phone community users, Facebook dominates the market with 49%, in comparison to the second largest MySpace with only 14%. When asked which online mobile features the participants were likely to use; 74% said email, 70% said websites, 60% said instant messaging and 34% said social networking. Of those who did not use the Internet on their phones 42% mentioned screen size, 37% mentioned the lack of a keyboard, but 81% were simply not interested even if price was not a factor. Of the 709 people in the survey, 298 were users of social networking sites. The survey found that a fifth of these were putting a reasonable amount of effort into their profiles, which is high for a relatively new service. Haddon225 (2008) concludes that if a quarter of Internet users have visited social networking sites with their mobile phones then there is a good amount of interest. The main bulk of the interest is concentrated in young adults, as social networking services have a perceived integration into their lives. Relating this discussion to mobile learning, mobile communities can aid online learning communities as they add value to the educational setup. The strength of a mobile learning community is that it provides instant information while students are on the move (El Morr226 and Kawash, 2007). 221 Available at: http://www.abiresearch.com [Accessed 25th November 2008] Chard, I. (2008), Share, Collaborate, Exploit – Defining Mobile Web 2.0 Available at: http://www.cs.ucl.ac.uk/staff/d.quercia/others/mobile2.pdf [Accessed 4th December 2008] 223 Haddon, L. (2008), Mobile Access to Social Networking Sites: A UK Survey. Available at: http://www.lse.ac.uk/collections/media@lse/pdf/Mobileandsocialnetworking.pdf [Accessed 26th November 2008] 224 See Glossary 225 Ibid 226 El Morr, C. & Kawash, J. (2007), Mobile virtual communities research: a synthesis of current trends and a look at future perspectives. Available at: http://www.yorku.ca/elmorr/Journals/2007-IJWBCMobile%20Virtual%20Communities%20Research-Trends%20and%20Perspectives.pdf [Accessed 26th November 2008] 222 Grant Agreement nº 224369 PUBLIC 46/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities There are several important characteristics of mobile online learning communities proposed by El Morr227 and Kawash (2007). The user interface should be friendly and display all operators’ requirements. There should be set guidelines of suitable behaviour as well as maintained privacy and data security provisions. Each user should have a way of personalising their learning environment; a profile is an example of this. Finally, trust binds all these together and is extremely important to the success of the community. Glasson228 and Evans (n.d.) are conducting research to find whether or not it is viable to use Web 2.0 and mobile phone technology to establish educative connections. They are using mobile phones as educative devices to provide African schoolteachers with material to teach children Western Science. Although there are several perceivable obstacles with providing a mobile virtual community, from all the research it appears that this is a viable prospect. The research shows that young people are the target demographic for these enterprises, and with the right design the community could be successful. Due to the limited memory, screen space and functions of a mobile phone it seems that purpose and design should be categorically linked. We have already dealt with some of the larger online communities (such as MySpace and Facebook, which can now be accessed via home computer or mobile phone) in previous sections. However, below are further examples of online communities, which have been developed specifically for mobile devices. 5.2.1 Ericsson Online Community “In 2006, Ericsson Research developed and implemented an IMS-based (IP Multimedia Subsystem) service prototype for mobile communities. The service simultaneously supports IM (Instant Messaging), voice calls, live video sharing, and presence information.” Chincholle229 et al. (2008) distinguish Ericsson’s target market, for the prototype, as teenagers and young adults. Experience has shown these mobile phone users are usually the first to integrate new technology into their lives. 5.2.2 Rabble Rabble230 has integrated a mobile blog into its community service package. The platform allows users post and upload pictures to community from mobile. It is paired with its web counterpart. Rabble, has been successful, however the mobile platform 227 Ibid Glasson, G & Evans, M (n.d.), Connecting Community Elders and Schools in Malawi Using Mobile Phones and Web 2.0 Technologies. Available at: http://www.mmp.soe.vt.edu/Download/ma_aste_present.pdf [Accessed 12th November 2008] 229 Chincholle, D; Bjorn, M; Norlin, C. & Lindqvist, M. (2008), Chat on a phone, not a PC clone: IMSbased mobile community service, Ericsson Review No. 1, 2008, p.14. Available at: http://www.ericsson.com/ericsson/corpinfo/publications/review/2008_01/files/2_Chat_on_phone.pdf [Accessed 12th November 2008] 230 th Available at: http://rabble.com/ [Accessed 20 November 2008] 228 Grant Agreement nº 224369 PUBLIC 47/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities has mostly been used for asynchronous SMS messaging rather than real-time instant messaging. 5.2.3 GyPSii GyPSii231 is a geo-location social network using web-connected mobile devices. The GyPSii platform is available on Windows Mobile for Pocket Net Phones, Symbian S60 Nokia and Samsung, Blackberry Smartphone and will soon be available on iPhones. The application incorporates user-generated content with a GPS proximity search. After uploading content, individuals can search for friends on site and use tools to find out their geographical location. The service also provides maps and navigation applications for finding a point of interest. 5.2.4 Dodgeball Dodgeball232 is a mobile social networking service that offers location-based services. Now owned by Google, Dodgeball uses a mixture of social networking tools, SMS messages, and mapping software. The premise is that users send messages to a service, which informs their friend list of their whereabouts. Although in an early stage, the community is flourishing, and has been expanded to 22 cities across America. The application has the potential to evolve in to a worldwide community, especially prevalent in cities (Ziv 233 and Mulloth, 2006). 5.2.5 MobilED The MobilED scheme is designed at providing educative material using current mobile technology (Ford234 and Leinonen, 2006). Designed for South African children, the service provides an audio-Wiki answering specific SMS-messages. It can be applied to both formal and informal learning environments, as it is similar concept to visual Wikipedia. Although the MobilED project is not necessarily considered a community, it does fuse learning and mobile technology. ‘The approach of the MobilED project is to integrate research-based ideas of using mobile technologies in teaching/learning with active scenarios of real learning 231 GyPSii (2008), GyPSii’s Location Based Mobile Social Networking GyPSii Product Description Available at: http://corporate.gypsii.com/docs/GyPSiiProductDescription050508.pdf [Accessed 25th November 2008] 232 Available at: http://www.dodgeball.com/home [Accessed 26th November 2008] 233 Ziv, N. & Mulloth, B. (2006), An Exploration on Mobile Social Networking: Dodgeball as a Case in Point. Available at: http://www.poly.edu/management/_doc/nina/socialnetworking21.pdf [Accessed 26th November 2008] 234 Ford, M. & Leinonen, T. (2006), MobilED – A Mobile Tools and Services Platform for Formal and Informal Learning. Available at: http://www2.uiah.fi/~tleinone/mobiled/merryl_teemu_mlearn2006.pdf [Accessed 17th November 2008] Grant Agreement nº 224369 PUBLIC 48/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities programs.’235 5.2.6 Socialight Socialight 236 is a mobile community platform that is made up of many applications, it is described as ‘a place-based messaging system.’ The Socialight platform provides media storage and administration, social networking database. It also tracks locations of users with a GPS system. Snippets of messages are sent to users and the only way to totally access the information is to get closer to the location from whence it was published, encouraging face-to-face communication. 5.2.7 SuperClubsPLUS and GoldStarCafe SuperClubsPLUS and GoldStarCafe237 are online learning communities, run by Intuitive Media and previously funded by the UK Department for Education and Skills (now known as DCSF - Department for Children, Schools and Families). They are safe social learning networks designed for various age groups. GoldStarCafe is designed for 11-16 year olds, whereas SuperClubsPLUS is for 6-12 year olds. The environments are built to facilitate a range of creative learning across the National Curriculum. Their communities can be integrated while still in school to broaden the traditional student learning. SuperClubsPLUS238 and GoldStarCafe have introduced a mobile platform to support their students. Web-enabled handsets allow the users to access their email, contribute to discussions and communicate with friends. These projects are in early development and therefore there has been little analysis of their success. 235 Ibid p.8 Melinger, D. (n.d.), Socialight: Social Network, meet Mobile Network Available at: http://bionicdan.net/depot/socialight_chapter.pdf [Accessed 4th December 2008] 237 th Available at: http://www.intuitivemedia.com/ [Accessed 18 December 2008] 238 Intuitive Media (n.d.), SuperClubsPLUS & GoldStarCafe go Mobile. Available at: http://www.intuitivemedia.com/ta.html [Accessed 21th November 2008] 236 Grant Agreement nº 224369 PUBLIC 49/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 6 What Makes an Online Community Successful? 6.1 Penetration of Online Communities “Communities in general are seen by their members to serve specific purposes… The term Online Community of Practice thus involves an online platform where people share their knowledge and interests (primarily) on a virtual basis” (Petter239 et al., 2007). The reason for the variety of different online communities is that they all have a specific purpose (Lambropoulos240 and Zaphiris, 2007). This governs how they are established and the technology that they require. The purpose of the community gives the community a reason to exist and a motivation for people to join and participate. A virtual community consists of people, a shared purpose, policies, and computer systems (Hernandes 241 and Fresneda, 2003). “An online community can have the right tools, the right chat platform and the right ethos, but if community members are not participating the community will not flourish.”242 There are two identifiers of success (Bourhis,243 Dube and Jacob, 2005; McGamon, 2008; and Laine, 244 2006) - they are effectiveness and health. To be effective the community must be reaching its projected objectives, be a benefit to its members, and provide value. A communitiy is healthy if the members are satisfied and there are high activity levels.’245 According to Lazar246 and Preece (2002) and Laine247 (2006) due to these sites being 239 Petter, C; Reich, K; & Helling, K. (2007), Social Software and the Establishment of Virtual Communities of Practice in the Tourism Sector, p.3, Available at: www.futurestudies.org/english/images/stories/down/cop_elearnignpapers.pdf [Accessed 10th November 2008] 240 Lambropoulos, N & Zaphiris, P (2007) User-centered design of online learning communities Available at: http://www.cuhk.edu.hk/clear/download/Paper/lambropoulos_mcnaught.pdf [accessed 15th December 2008] 241 Hernandes, C. & Fresneda, P. (2003), Main Critical Success Factors for the Establishment and Operation of Virtual Communities of Practice. Available at: http://www.knowledgeboard.com/download/743/kmss03_32.pdf [Accessed 27th November 2008] 242 Bishop, J. (2006), Increasing participation in online communities: A framework for human-computer interaction. Abstract from Computers in Human Behavior 23 (2007), p.1887. Available at: http://zaphod.mindlab.umd.edu/docSeminar/pdfs/sdarticle.pdf [Accessed 14th November 2008] 243 Bourhis, A; Dube, L. & Jacob, R. (2005), The Success of Virtual Communities of Practice: The Leadership Factor. Available at: http://www.ejkm.com/volume-3/v3i1/v3-i1-art3-bourhis.pdf [Accessed 17th November 2008] 244 Laine, M. (2006), Key Success Factors of Virtual Communities. Available at: http://users.tkk.fi/~molaine3/ml_mastersthesis_310506_public.pdf [Accessed 27th November 2008] 245 McCamon, M. (2008), Leveraging the Facebook phenomenon in Education Communities. p.3 Available at: http://www.imodules.com/s/539/images/editor_documents/Leveraging_Facebook.pdf [Accessed 25th November 2008] 246 Lazar, J. & Preece, J. (2002), Social Considerations in Online Communities: Usability, Sociability, and Success Factors, p. 17. Available at: www.ifsm.umbc.edu/~preece/Papers/herre_chapter03.pdf th [Accessed 5 November 2008] 247 Laine, M. (2006), Key Success Factors of Virtual Communities Available at: http://users.tkk.fi/~molaine3/ml_mastersthesis_310506_public.pdf [Accessed 27th November 2008] Grant Agreement nº 224369 PUBLIC 50/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities a relatively new sensation, ‘there is no formula for a thriving online community’. ‘There is no one size fits all situation approach for developing online communities… a lot of intuition and improvisation is required” (Bowes, 2002)’248 Similarly, Laine249 (2006) stated that there are so many influencing variables that it is difficult to give an ideal model of what an online community should be like. This review does indicate that a number of principles 6.2 General Characteristics of Online Communities Online communities are inherently social, and most users participate through messaging tools. According to Bishop250 (2006), a necessary characteristic for maintaining social interaction is order. Regulating discussion may decrease the sociability of the community but will stop unwarranted behaviour and off-topic dialogue. Therefore, a community has to have the right balance between freedom and regulation. Bowes 251 (2002) has a contrasting opinion; she considers the core characteristic of a successful online community to be communication. As communication is the primary characteristic of an online community, technology should be decided in conjunction with this. She believes that sophisticated environments do not necessarily make for best online communities and that email is the most ideal communication tool. Similarly, Cohen252 (2008) states that a successful online community needs more than just the software package; creating the site might take a short period, but having an actual online community may take much longer. He also says that the planning behind an online community is extremely important; you must know the activities and maintain standards. “Success depends on describing a vision for the community that includes a good mix of best practices and features.”253 Nichani254 (2000) agrees; “although the tools do play an important role, the main criterion for creating a successful online learning community depends more on the energy, creativity and approach of its hosts on being able to achieve the goals of the community by facilitating rich online as well as offline interactions.”255 248 Bowes, J. (2002), Building Online Communities for Professional Networks Global Summit, 2002, p.71. Available at: http://unpan1.un.org/intradoc/groups/public/documents/APCITY/UNPAN007784.pdf [Accessed 12th November 2008] 249 Laine, M. (2006), Key Success Factors of Virtual Communities Available at: http://users.tkk.fi/~molaine3/ml_mastersthesis_310506_public.pdf [Accessed 27th November 2008] 250 Bishop, J. (2006), Increasing participation in online communities: A framework for human-computer interaction abstract from Computers in Human Behavior 23 (2007). Available at: http://zaphod.mindlab.umd.edu/docSeminar/pdfs/sdarticle.pdf [Accessed 14th November 2008] 251 Bowes, J. (2002), Building Online Communities for Professional Networks Global Summit, 2002, p.71. Available at: http://unpan1.un.org/intradoc/groups/public/documents/APCITY/UNPAN007784.pdf [Accessed 12th November 2008] 252 Cohen, A. (2008), Characteristics of Successful Online Communities, Available at: th http://www.idealware.org/articles/successful_communities.php [Accessed 5 November 2008] 253 Ibid 254 Nichani, M (2000), Learning through social interactions (Online communities), p.11. Available at: http://www.elearningpost.com/images/uploads/comm.pdf [Accessed 14th November 2008] 255 Ibid Grant Agreement nº 224369 PUBLIC 51/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Conversely, Bourhis 256 et al. (2005) believe that the most successful online communities are those that incorporate good structural leadership. The leader of the community should be heavily involved and devote an appropriate amount of time and effort to support community development. Similarly, Oh257 and Lee (2005) summarise successful online communities as those that deal with challenges they face. They outline four main areas that need addressing: communication, motivation, leadership and technology. It is important to have a discursive, well-managed and diverse community environment. The community should foster dissemination of knowledge for it to be successful (Kondartova258 and Goldfarb, 2004). There are three main objectives of an online community, according to the authors, which are: content creation, participation and facilitation of communication and interaction. The design of the virtual community should facilitate this content creation and apportion. It is essential that the functionality of the design of the community represents the overall purpose. To attract your audience content is key (Baker,259 n.d.; Broß260 et al., 2007; Bishop261, 2005; Nagele262, 2005; and Marathe, 263 2002). The content must be compelling (as it drives the community) as well as being in context. Without having relevant but unique content, the community will not discuss topics, there will be no social interaction and there will be no relationships formed. One way in which to foster good discursive environment is to moderate the contributions. By providing a good distributed moderation model people can be encouraged to participate in discussions. Bruckman264 and Jensen’s (2002) define success of an online community as being a prolonged level of member activity and engagement. In online communities in which participation is genuinely voluntary, success is somewhat easier to judge. If people choose to participate, they likely think that they are benefiting from the experience in some way. If this were not the case, they would not spend their valuable time 256 Bourhis, A; Dube, L. & Jacob, R. (2005), The Success of Virtual Communities of Practice: The Leadership Factor. Available at: http://www.ejkm.com/volume-3/v3i1/v3-i1-art3-bourhis.pdf [Accessed 17th November 2008] 257 Oh, K.T. & Lee, K.P. (2005), A Review of Frameworks for Online Community Design- with emphasis on developing online community construct. Available at: http://dpl.kaist.ac.kr/web_wiki/images/d/d1/Oh2005.pdf [Accessed 14th November 2008] 258 Kondratova, I & Goldfarb, I (2004) Virtual communities: design for collaboration and knowledge creation Available at: http://iit-iti.nrc-cnrc.gc.ca/iit-publications-iti/docs/NRC-47157.pdf [accessed 15th December 2008] 259 Baker, T (n.d.), Online Communities: A Brief Overview. Available at: http://www.sedi.org/dataregv2unified/capnet-summarypapers/online%20communities%20paper.pdf [Accessed 24th November 2008] 260 Broß, J; Sack, H. & Meinel, C. (2007), Encouraging Participation in Virtual Communities: The “ITsummit-blog” Case. Available at: http://users.minet.uni-jena.de/~sack/Material/eSociety2007.pdf [Accessed 24th November 2008] 261 Bishop, J. (2006), Increasing participation in online communities: A framework for human-computer interaction abstract from Computers in Human Behavior 23 (2007). Available at: http://zaphod.mindlab.umd.edu/docSeminar/pdfs/sdarticle.pdf [Accessed 14th November 2008] 262 Nagele, C. (2005), Social Networks Research Report Wildbit Report. Available at: http://www.wildbit.com/wildbit-sn-report.pdf [Accessed 24th November 2008] 263 Marathe, J. (Durlacher Research Ltd) (2002), Creating Community Online. Available at: http://unpan1.un.org/intradoc/groups/public/documents/apcity/unpan003006.pdf [Accessed 13th November 2008] 264 Bruckman, A., & Jensen, C. (2002). The mystery of the death of MediaMOO: Seven years of evolution of an online community In K. A. Renninger & W. Shumar (Eds.), Building Virtual Communities (pp. 21-33). Cambridge: Cambridge University Press. Grant Agreement nº 224369 PUBLIC 52/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities participating in the online community (Bruckman265 and Jensen, 2002). Online people are considered to ‘vote with their feet’, so communities that have been in existence for a sustained period of time, with continued activity and growth should be deemed successful (Bruckman and Jensen, 2002; and Riel266 and Polin, 2004). There are several participatory values to be gained, according Akkinen267 (2005), from being a member of an online community: • Purposive values - Both informational and instrumental values are derived through community participation. • Self-discovery values - Learning and gaining insights into yourself. • Maintaining interpersonal interconnectivity - Interacting with others in the community and maintaining that contact. • Social enhancement values - Gaining the acceptance of the other community members leads to the user feeling more important. • Entertainment values - The environment is meant to be recreational and provide stimulation in relaxing conditions. Blanchard268 and Horan (2000) believe their three features of social capital (outlined earlier in section 2.2.7) are the principle factors for a successful online community. Social networks relate to the virtual civic engagement or levels of involvement of community members. These should be high. Netiquette should be reciprocated and maintained as normal social behaviour. Finally, trust is more obvious; without user trust in others and in the community itself, there will be little to no social interaction. The success of the online environment is dependant upon offering value to the user, which involves social capital. Therefore, not only should content be relevant, the structure of site must be in accordance with the intended audiences needs. Bishop269 (2006) believes it is essential to relate to the members personal goals, plans, values, beliefs and interests. Cohen270 (2008) suggests in his article that online communities can define their own success, in other words they are successful if they meet their own initial goals. “How many members do you want in the first year? What specific acts of participation are 265 Ibid p22 Riel, M., & Polin, L. (2004). Learning communities: Common ground and critical differences in designing technical support. . In S. A. Barab, R. Kling & J. Gray (Eds.), Designing for Virtual Communities in the Service of Learning. Cambridge, MA: Cambridge University Press. 267 Akkinen, M. (2005), Conceptual Foundations of Online Communities, p.25. Available at: http://hsepubl.lib.hse.fi/pdf/wp/w387.pdf [Accessed 24th November 2008] 268 Blanchard, A. & Horan, T. (2000), Virtual Communities and Social Capital. Available at: http://www.igi-pub.com/downloads/excerpts/garson.pdf [Accessed 27th November 2008] 269 Bishop, J. (2006), Increasing participation in online communities: A framework for human-computer interaction abstract from Computers in Human Behavior 23 (2007). Available at: http://zaphod.mindlab.umd.edu/docSeminar/pdfs/sdarticle.pdf [Accessed 14th November 2008] 270 Cohen, A. (2008), Characteristics of Successful Online Communities, Available at: th http://www.idealware.org/articles/successful_communities.php [Accessed 5 November 2008] 266 Grant Agreement nº 224369 PUBLIC 53/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities most important to your organization? Common measurements include message postings, event postings, downloads, chat participation, actions taken, and user ratings made” (Cohen271, 2008). Similarly Lazar272 and Preece (2002) state that success depends on your perspective or position within the online community. For community founders, the continual population and use of the community measure its success. Community leaders would measure success similarly to founders, although they define success by the appreciation they receive from users. Moderators would define success as a happy community, all of which appropriately acting. When the online community is profit based, the success is judged rather differently. Ecommerce companies, such as Amazon, provide a community with the hope that more users lead to more sales. Whereas some business related communities judge success by: brand loyalty, brand awareness and image. Observers of online communities may notice that many are created, populated, and abandoned; some are readily sustainable, while others never get off the ground. It is suggested (ten Thij273 and de Nooijer, 2007) that little is actually known in understanding the features of a successful online community, as they can vary in typology. The root of unsuccessful online communities is the strain between individual and collective rationality. Therefore, the success of the community is dependent upon promotion of interaction within set boundaries (Kollock274, 1998). Peer-based reciprocity is essential to establish an effective interest-based community. However, for this information dissemination to operate, participants have to be able to gain status and reputation without having any evaluative authority over any other members (Ito et al. 275, 2008). For online communities that focus on facilitating social networks, such as Facebook and MySpace, it is essential to offer profile pages. The profile element of the community establishes connections between the members. The relationships, which form individual networks, are often thought to be a way in which to judge how interactive the user is - the more ‘friends,’ the more active (Lampe et al.276, 2007). It is important that the site has purpose and that this is apparent to users; for example Facebook is a casual interaction site to connect with friends, whereas LinkedIn is more professional; users can write references for co-workers and make 271 Ibid Lazar, J. & Preece, J. (2002), Social Considerations in Online Communities: Usability, Sociability, and Success Factors. Available at: www.ifsm.umbc.edu/~preece/Papers/herre_chapter03.pdf [Accessed th 5 November 2008] 273 ten Thij, E. & de Nooijer, J. (2007), A framework for exploring relationship between online community characteristics and regulation principles paper from Social Aspects of the Web, Available at: th http://ftp.informatik.rwth-aachen.de/Publications/CEUR-WS/Vol-245/paper2.pdf [Accessed 6 November 2008] 274 Kollock, P. (1998), Design Principles for Online Communities Available at: http://www.sscnet.ucla.edu/soc/faculty/kollock/papers/design.htm [Accessed 13th November 2008] 275 Ito, M; Horst, H; Bittanti, M; Boyd, D; Herr-Stephenson, B; Lange, G; Pascoe, C; & Robinson, L (2008) Living and Learning with New Media: Summary of Findings from the Digital Youth Project Available at: http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-WhitePaper.pdf [accessed 15th December 2008] 276 Ibid 272 Grant Agreement nº 224369 PUBLIC 54/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities business contacts. “Relationships are the currency of social networks” (Goh277 and Silverman, 2008). The connections that are made on social networking sites are generally meaningful; they are the most important characteristic. Social networking sites must continually reinvent themselves so not to lose popularity. There are new platforms being innovated all the time and the market is extremely fickle. Our research suggests that a successful platform for an online community should attempt to implement a discursive participatory environment. Therefore, all the elements that comprise the community should have this sole ambition as an overriding factor. The sociability, usability, tools, technology, content and roles of community members should all attempt to promote interaction in line with the community’s overall purpose. Sub-groups may go off topic, however they can reignite purposeful discussion as members become more interested. There are several experts who have outlined the core characteristics of successful online communities, which will now be explored. 6.3 Characteristics Communities of Successful Online Learning This section identifies the features that characterise successful online learning communities, which form in virtual learning environments. Stanford-Bowers 278 (2008) identifies four essential components for an effective online learning community: • Interaction - is an integral ingredient of an online environment, and has been shown to lead to higher student persistence rates. • Effective Communication - promoting thoughtful discussion and giving feedback is essential. A community will only exist for as long as the users are communicating. • Participation - a set model of the demands of the course should be set out to promote participation. Instructors should monitor student’s participation levels, as well as observing postings to ensure student is compliant with guidelines. • Collaboration – encourages students to become more involved with their learning. Collaborating with peers and instructors leads to high subject comprehension. 277 Goh, R. & Silverman, M. (2008), Business Person’s Guide to Online Social Networking p4 Available at: http://www.duoconsulting.com/downloads/contribute/Guide_to_OnlineSocialNetworking .pdf [Accessed 26th November 2008] 278 Stanford-Bowers, D. (2008), Persistence in Online Classes: A Study of Perceptions among Community College Stakeholders MERLOT Journal of Online Learning and Teaching Vol. 4, No. 1, 2008. Available at: http://jolt.merlot.org/vol4no1/stanford-bowers0308.pdf [Accessed 21st November 2008] Grant Agreement nº 224369 PUBLIC 55/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities For a learning community to be successful there must be social interactions to support collaborative learning (Palloff279 and Pratt, 2005). The authors propose that there are several characteristics for a successful collaborative online community: • Set the stage - initially, outline the importance of collaboration to the community and ensure that students are clear that they should prepare prior to participation. • Create the environment - for successful participation; the community should be designed to cope with several modes of interaction. • Model the process - the instructor should provide an appropriate role model of suitable collaboration; it is useless expecting students to just collaborate effectively. Strong collaboration is usually achieved by effective facilitation. • Guide the process - the instructor should not just be a model but a guide once process commences. Instructors should not only observe but also interject when appropriate. • Evaluate the process - providing evaluation of collaborative process allows instructor to gain insight into whether students achieved objective. Lambropoulos280 and Zaphiris (2007) suggest that there are three determinative factors for a successful online learning community. • Firstly, the planning before the implementation of the community should incorporate good usability. The ease of use is important to facilitate students learning. • Secondly, there should be clear facilitation, where teachers plan work and facilitate educative environment. The teachers are ultimately learning guides and should encourage the students to participate by contributing and completing all relevant work. • Finally, the students should be motivated to work, not only the teacher but also the design of the learning environment should encourage students to participate. Therefore, students should be made aware of the positives gains through their contribution. According to Flood281 (2004) there are five key ingredients for a successful online learning community, they are: 279 Palloff, R. & Pratt, K. (2005), Learning Together in Community: Collaboration Online. Available at: http://www.uwex.edu/disted/conference/Resource_library/proceedings/04_1127.pdf [Accessed 25th November 2008] 280 Lambropoulos, N & Zaphiris, P (2007) User-centered design of online learning communities Available at: http://www.cuhk.edu.hk/clear/download/Paper/lambropoulos_mcnaught.pdf [accessed 15th December 2008] 281 Flood, J. (2004), Successful online learning- the five Ps. Available at: http://tojde.anadolu.edu.tr/tojde14/pdf/flood.pdf [Accessed 26th November 2008] Grant Agreement nº 224369 PUBLIC 56/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities • Presentation - it is important to have good graphical design with clear concise use of language to be appealing. The environment should not only be visually appealing but the navigation should be easy to retain the attention of the users. • Pedagogy - the current education theories are limited, however an online learning community provides an effective learning environment. The learner should be able to feel included, individual, interested and inspired by the pedagogy. • Promotion - marketing the community is essential to achieve success; this includes planning the incentives of the learning community to its members. • Preparation - the mind-set and the study skills of online learning environments are completely different from convention learning environments. Therefore, the students must be made aware of the expectation surrounding self-managed learning. • Props - there needs to be support processes in place to assist student learning. There should be technological support, mentors, tutors and emoderators. From their research, Khoo282 and Forret (2008) found four key themes for a successful online learning community: • The community should be inherently social and interactive, promoting interactions between students and between students and teachers. • The learning environment should facilitate growth of expertise and responsibilities. This allows the students to become more constructive thinkers, independent researchers and better writers. • The ways in which community interacts should be constructive; it is important to find the best possible approach to increase participation. • The development of an online learning community depends upon the availability and the constraints of online technologies. These should be conducive to the learning environment, providing flexible and accessible forms of learning, with convenient forms of communication. In order for an online learning environment to be successful, Knox283 and Gerrard (2007) state that there must be a structured timetable. They highlight that e-tasks should be incorporated in the timetable, are to help students organise and implement effective personal learning systems. However, they also recognise that tight structure will lead to poor participation rates, so the timetable must allow students freedom 282 Khoo, E. & Forret, M. (2008), Online Learning Communities: A Strategy for Improving Learning. Available at: http://www.deanz.org.nz/home/images/stories/conference/2008/khoo-etalreviewedpaper.pdf [Accessed 25th November 2008] 283 Knox, H. & Gerrard, C. (2007), Building an Online Learning Community: What Does it Take to Make it Work? Available at: http://journals.ucfv.ca/rr/RR11/article-PDFs/gerrard-knox.pdf [Accessed 25th November 2008] Grant Agreement nº 224369 PUBLIC 57/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities while pushing them to contribute. Evidence from the Notschool.net284 project suggests that in the case of some MYPs no set timetable is required, and that many youths work better without strict timetables. There are several core characteristics of a learning community (Smith Nash285, 2004): • Control of learning is governed by the students and instructors, it should not be distributed by instructors alone. • The learning activities should be flexible and students should be able to modify their work. • The participants have a shared goal (learning) and therefore parties should interact to achieve this. There should be motivations incorporated into the learning environment to encourage social interaction. • The learners and facilitators have to be committed to the distribution and sharing of information to encourage learning. • There should be no set principles, students should be encouraged to be creative and build personal perspectives. • Similarly, the subject boundaries should not be as rigid as they are in traditional education. Investigations transcend subject boundaries. • Risking-taking, both intellectually and innovatively, should be encouraged and rewarded. Whereas the factors of an online learning environment that affect its success according to Fontainha286 and Gannon-Leary (2008) are: • • • • • • • • • • Good use of Internet technology and technological provisions ICT skills with the institutional acceptance that ICT is a good mode for communication High participation and good communication Trust Shared values and understanding Sense of belonging Cultural awareness Sense of purpose Netiquette Good, yet sensitive; monitoring, regulating, and facilitating of community 284 Johnson, J. & Dyer, J. Using multimedia in an on-line community for disenfranchised youth p4. Proceedings of the Digimedia Conference 2005 held in Cairo, Egypt 285 Smith Nash, S. (2004), Successful Online Learning Communities. Available at: http://www.xplanazine.com/2004/07/successful-online-learning-communities [Accessed 28th November 2008] 286 Fontainha, E. & Gannon-Leary, P. (2008), Communities of Practice and Virtual Learning Communities: Benefits, barriers and success factors. Available at: http://mpra.ub.unimuenchen.de/8708/1/MPRA_paper_8708.pdf [Accessed 26th November 2008] Grant Agreement nº 224369 PUBLIC 58/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities • • • User-friendly language Good coordination and use of time Resources and sponsorship to build community The benefits of an online learning community are: • • • • • • • Enhanced learning environment Cooperation created Knowledge sharing, developing understanding and gaining insights from community Sense of community with ongoing interactions Interactions between a variety of people; from experts to novices Identity development Practice-based development However, they outline potential barriers to successful online learning: • • • • • • • • Student discipline due to the culture of independence Implied/tacit knowledge Language used on site must be generalised Strong community bond may intimidate newcomers Creating and maintaining the flow of information Lack of trust will create friction Misinterpretation of meanings due to being text based Selectivity of material may not increase knowledge or ICT skills The speed at which data can be downloaded can negatively impact on student motivation. Therefore Mason287 (2005) suggests that files are kept as small as possible and facilitators are advised to encourage students to work on something else while they wait. ‘The Well,’ as indicated by Nichani288 (2000), demonstrates three significant factors for successful participation: purpose, leadership and face-to-face meetings. ‘The Well’ gave its members a reason to participate, built a structured set of guidelines and organised regular meetings of members. The motivation to participate was nurtured by the design of the community. These characteristics, summarised by the author, are the framework for a successful e-learning community. This research suggests that an online learning community is an evolution of simple virtual learning environments. The success of online communities, expressed by the many experts, is reliant on the degree of socialisation incorporated; which is implemented to replace the lack of physical communication. The development of Web 2.0 has meant that these environments have become more collaborative and interactive. As well as having the appropriate collaborative tools, the design of the virtual learning community must fit its purpose. The language and tools should be 287 Mason, A. (2005), Effectiveness and delight in an online learning community: A learner-centred approach. Available at: http://videolinq.tafe.net/learning2005/papers/mason.pdf [Accessed 25th November 2008] 288 Nichani, M. (2000), Learning through social interactions (Online communities). Available at: http://www.elearningpost.com/images/uploads/comm.pdf [accessed 14th November 2008] Grant Agreement nº 224369 PUBLIC 59/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities planned and able to foster interactive learning. The learning environments should be regulated to encourage learning and insure proper interaction. 6.4 Characteristics of Successful Mobile Communities To support a mobile-based platform, El Morr289 and Kawash (2007) believe that a successful mobile community must have suitable: infrastructure, user interface, agents, design, and wearable devices that will augment social networks. Research by Chayko290 (2007) provides a summary of communities that have successfully converted web communities to a mobile platform, however she highlights that her list is not exhaustive or mutually exclusive: • Discussion-orientated communities – members exchange opinions on a common interest. • Support communities – the community share similar ailment and provide support to each other. • Blogs – mobile community based journal that readers can comment on, helping to create and maintain community. • Social network-based community – a community designed to encourage social interaction. • Open content communities – information created and shared freely between a community, mostly using wikis. • Trading communities – a community brought about by trading goods. • Other functional groupings – achieving functional objective, like online classes, games or projects. The lynch pin of any social network is information sharing function, therefore a mobile version would have to incorporate relevant tools to foster this (Markides291 and Coetzee, 2008). However, a mobile social network must be: self-regulating, protect all types of information and resources, trusted, facilitate users needs transparently, and resource conscious due to limited memory and process 289 El Morr, C. & Kawash, J. (2007), Mobile virtual communities research: a synthesis of current trends and a look at future perspectives Available at: http://www.yorku.ca/elmorr/Journals/2007-IJWBCMobile%20Virtual%20Communities%20Research-Trends%20and%20Perspectives.pdf [Accessed 26th November 2008] 290 Chayko, M. (2007), The Portable Community: Envisioning and Examining Mobile Social Connectedness Available at: http://www.cse.edu/fileadmin/user_upload/pdf/portable_community.pdf [Accessed 18th November 2008] 291 Markides, B. & Coetzee, M. (2008), Trusted information sharing for mobile social networks Available at: http://www.cs.uct.ac.za/Research/DNA/microweb/WCITD2008/proceedings/papers/p12.pdf [Accessed 3rd December 2008] Grant Agreement nº 224369 PUBLIC 60/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities performance. Melinger 292(n.d.) believes that success is based on building an environment that can house creative mobile social software. Integrating these applications can provide users with software that will ease their lives, enabling them to keep in touch with, cooperate with, collaborate with and share information with all varieties of personal contacts. As well as types of community, there are several essential tools required for a mobile virtual community according to Heldt 293, Broll and Lehmann (2008): login, logout, photos, status, search, messages and a friend list. Prodigits294, a British WAPcommunity, offers extra mobile services on their community such as forums, chat rooms, blogs and polls. According to Buckley295, Conahan and Munoz (2005) the most instantaneous method of building a mobile community is by inviting an existing community. By approaching existing affinity groups, the community is automatically solid. “Mobile communities need to partner with Web entities so that users can move more seamlessly across platforms.”296 It is the community programmer’s assignment to facilitate community participation and user-generated content using application tools. It is important not to have preconceived ideas of the community. “User-generated content is not just a byproduct of community, it is the main catalyst for interaction. Encouraging core users to post new public entries is the lifeblood of interactivity.”297 Mobile communities, like web communities, are formulated around interaction. At this point it is apparent that more likely that asynchronous chat through mobile communities would be effective, rather than instant messaging. Buckley298, Conahan and Munoz (2005) believe that mapping interfaces do not work on mobile devices because of the size of the screen leads to cluttering. Other scholars such as Ziv 299 and Mulloth (2006) share this view; that although mobile devices allow people to stay connected to the community, limitations such as small screens on mobile devices, poor connectivity and issues of privacy and security will continue to be of concern to users.”300 Melinger301 (n.d.) frustrated with the standard of mobile instant messaging interfaces designed the Socialight mobile virtual community. 292 Melinger, D. (n.d.), Socialight: Social Network, meet Mobile Network. Available at: http://bionicdan.net/depot/socialight_chapter.pdf [Accessed 4th December 2008] 293 Heldt, S; Broll, G. & Lehmann, P. (2008), Mobile Communities – Requirements and Features for Success. Available at: http://www.medien.ifi.lmu.de/pubdb/publications/pub/heldt2008miux/heldt2008miux.pdf [Accessed 17th November 2008] 294 th Available at: http://prodigits.co.uk/ [Accessed 20 November 2008] 295 Buckley, D; Conahan, S. & Munoz (2005), Lessons Learned: Community Standards – The Early Lessons of Mobile Community – Building Wireless Business Forecast December 2005. Available at: http://www.motricity.com/pdf/pr/05_1205.pdf?PHPSESSID=11c4a05123f8fcdf24028ec06c2fb5a7 th [Accessed 20 November 2008] 296 Ibid 297 Ibid 298 Ibid 299 Ziv, N & Mulloth, B. (2006), An Exploration on Mobile Social Networking: Dodgeball as a Case in Point p.6. Available at: http://www.poly.edu/management/_doc/nina/socialnetworking21.pdf [Accessed 26th November 2008] 300 Ibid 301 Melinger, D. (n.d.), Socialight: Social Network, meet Mobile Network. Available at: http://bionicdan.net/depot/socialight_chapter.pdf [Accessed 4th December 2008] Grant Agreement nº 224369 PUBLIC 61/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities The mobile platform created by Subercaze302 et al. (2008) encompasses a successful business services model. The introduction of video and picture services to mobile virtual communities allows consumers to see products before purchasing them. Their structural platform is composed of integrated devices, “relying on an adequate middleware we integrate mobile devices as services providers and include them as active resources shared within virtual communities.”303 Figure 3. Subercaze et al.’s Platform for Use-case “Video sharing” Distinctively, Subercaze304 et al. (2008) propose that their architecture, for a mobile business community, can evolve from limited predefined services to having an open set of new applications and tools for mobile communities. They use Dolphin 6.1305, which is a package providing tools to build your own community site. The mobile service platform supports the web services, allowing mobile devices to act as service providers. As with the example of LinkedIn (see 3.3.8) the relevance of this model lies in the enterprise content, which may be successfully integrated into in future work packages. 302 Subercaze, J; Maret, P; Calmet, J; & Pawar, P (2008), A Service Oriented Framework for Mobile Business Virtual Communities, p.8. Available at http://liris.cnrs.fr/Documents/Liris-3422.pdf [Accessed 17th November 2008] 303 Ibid 304 Subercaze, J; Maret, P; Calmet, J & Pawar, P. (2008), A Service Oriented Framework for Mobile Business Virtual Communities. Available at: http://liris.cnrs.fr/Documents/Liris-3422.pdf [Accessed 17th November 2008] 305 Dolphin 6.1- Smart Community Builder. Available at: http://www.boonex.com/products/dolphin/ th [Accessed 17 November 2008] Grant Agreement nº 224369 PUBLIC 62/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities There are several factors, presented by Chard306 (2008), that are considered as problematic for implementing successful collaborative mobile environments. Due to the variations in device capability, it is difficult to design one universal community model that will fit every device. There are several legal problems with mobile communities, privacy laws restrict and control the personal data displayed. The security of individual phones is also at risk from mobile viruses, malware307, inappropriate content and spam. 6.5 Core Characteristics as Viewed by Academics 6.5.1 Whittaker et al. Whittaker et al. 308 (1997) identify the core characteristics of online communities as: • Members have a shared goal, interest, or need to belong to the community. • Members repeatedly interact, participate and share with other users. • Members have access to shared resources, while governed by specific policies regarding that access. • Members reciprocate the sharing of information. • There is a shared set of social conventions, language and protocols. 6.5.2 Mimeles Mimeles 309 (2006) states that there are six things required for a successful online community: • Keep all of the content up-to-date. • Know your audience – identify the target audience, and prioritise according to their needs. Focus on categories of people rather than individuals. The content then must be implemented to suit the audience. • Keep it easy, convenient and non-intrusive. 306 Chard, I. (2008), Share, Collaborate, Exploit – Defining Mobile Web 2.0 Available at: http://www.cs.ucl.ac.uk/staff/d.quercia/others/mobile2.pdf [Accessed 4th December 2008] 307 See Glossary 308 Whittaker, S; Issacs, E. & O'Day, V. (1997), Widening the net. Workshop report on the theory and practice of physical and network communities. SIGCHI Bulletin, 29(3): 27-30. ACM Press. 309 Mimeles D. (2006), Building Successful Online Communities. Available at: th www.ccfbest.org/webtechnology/onlinecommunities.htm [Accessed 5 November 2008] Grant Agreement nº 224369 PUBLIC 63/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities • Archive and keep important data in order to better transition leadership. • Use the site to assist in recruiting volunteers/members. • Integrate online and offline fundraising efforts. 6.5.3 Lazar and Preece Lazar310 and Preece (2002) also agree that there are a number of different considerations in order to identify a successful online community and have outlined: • Good Usability – Easy and user-friendly software • Moderators - Moderators must be responsible; this may mean that they may be empowered to place barriers in the way of disruptive users. • Give Users a Reason to Communicate - People usually interact because of some shared interest, it is the same for an online community, the users share similar interests, goals or experiences. The purpose of an online community is to bring these like-minded people together. Therefore this common purpose must be identified. • Stability – Communities are effective when they have stable populations, and therefore experienced community members should take responsibility for maintaining order. • Backup hardware/software - If there are not a sufficient number of servers to run the community then people will no longer have access to relevant information. Also there should be some technological failsafe so as not to lose community content or members. • Registration - An important tool in regulating the number of people who join the community and to evaluate information received. This will eliminate some potential troublemakers, who are not comfortable entering personal details. • Community-Centred Design - Designing online communities is about assessing the needs of your target audience. • Politics - Many fear posting because they do not know who is actually reading it. This must be taken into account when attempting to provide open discussion. 310 Lazar, J. & Preece, J. (2002), Social Considerations in Online Communities: Usability, Sociability, and Success Factors. Available at: www.ifsm.umbc.edu/~preece/Papers/herre_chapter03.pdf [Accessed th 5 November 2008] Grant Agreement nº 224369 PUBLIC 64/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 6.5.4 Hernandes and Fresneda Hernandes 311 and Fresneda’s (2003) research has shown that there are several critical factors affecting the success of an online community: • The community should be aware of the knowledge domain • The goals of the community should be outlined • There needs to be shared understanding between members • Members should feel they could trust the environment and others • Reciprocity of contributions promote participation • Active moderation should take place • Participation from experts aids in transferring knowledge • Promoting face-to-face events strengthens relationships • Use of non-verbal signs, like emoticons to express feelings that text cannot • System storage facilities to recover information if needed • Members must be knowledgeable to successfully collaborate • The community incorporate the knowledge of members in suitable discussion areas • There should be rules and regulations regarding behaviour 6.5.5 Farrior Farrior312 (2005) highlights several characteristics for a successful online community: • Purpose- It is important to identify member’s needs and community goals. It is important to understand audience, and then brand tagline with an expression that outlines the purpose. 311 Hernandes, C. & Fresneda, P. (2003), Main Critical Success Factors for the Establishment and Operation of Virtual Communities of Practice. Available at: http://www.knowledgeboard.com/download/743/kmss03_32.pdf [Accessed 27th November 2008] 312 Farrior, M. (2005), Best Practices for Building Online Communities between Researchers and Practitioners – Summary, pp.2-3. Available at: www.ohrd.wisc.edu/Home/Portals/0/BestPracticesforBuildingOnlineCommunities.doc [Accessed 11th November 2008] Grant Agreement nº 224369 PUBLIC 65/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities • Places- Build a gathering place for the members, such as message boards or email lists. • Profiles- It is important for community members to have a sense of social identity to build and foster relationships. This will aid them getting to know each other. Nagele313 (2005) and Lampe et al.314 (2007) support Farrior; he believes that it is important for the individual to present their identity. • Roles- Designing roles for members can encourage participation. • Etiquette- Establish the standards of the site by using FAQs, rule updates, private policy, and finally by outlining rules and guidelines explicitly. • Events- Promote community participation by holding regular events; this can be from chat rooms to face-to-face meetings. • Rituals- Create specific conventions for community; celebrating achievements and sending personal touch emails are two examples of this. • Subgroups- Facilitate growth of community by providing members with possibilities to create subgroups. 6.5.6 Brooks and Oliver Brooks 315 and Oliver (2002) present seven comparative steps in developing an online community: 1. Define the purpose 2. Create distinctive environment 3. Promote leadership from within group 4. Define guidelines and codes of conduct 5. Incorporate range of user roles 6. Facilitate sub-groups 7. Allow members to resolve conflicts Furthermore however, Brooks316 and Oliver (2002) go on to establish some limiting factors of a community, which need to be monitored: 313 Nagele, C. (2005), Social Networks Research Report Wildbit Report. Available at: http://www.wildbit.com/wildbit-sn-report.pdf [Accessed 24th November 2008] 314 Lampe, C; Ellison, N. & Steinfield, C. (2007), A Familiar Face(book): Profile Elements as Signals in an Online Social Network. Available at: https://www.msu.edu/~nellison/lampe_et_al_2007.pdf [Accessed 3rd December 2008] 315 Brook, C. & Oliver, R. (2002), Supporting the Development of Learning Communities in Online Settings. Available at: http://elrond.scam.ecu.edu.au/oliver/2002/edmedia2.pdf [Accessed 21st November 2008] Grant Agreement nº 224369 PUBLIC 66/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities • Levels of ICT expertise • Levels of ICT experience • Access to relevant ICT • Use of the virtual learning environment • Use of resource centre facilities Wenger317 et al. (2005) and Broß318, Sack and Meinel (2007) share a similar opinion to that of Brooks and Oliver. They believe that the technological needs of the community should be maintained, however only relevant tools should be implemented, enough to encourage discourse. Following on from the relevance of ICT, Bradley319 and Drakos (2008) present seven characteristics to consider when deliberating on purposeful social software applications: • Magnetic- The value of the participating in the community should be apparent and must have meaning for the users. • Aligned- The purpose of the tool should provide direct value for the overall purpose of the site. • Low Risk- When starting always choose low risk option over high reward. Do not try to change culture of the site with social software. • Properly Scoped- Focus the community with limited scope; only expand when community has reached perceived critical mass. • Facilitates Evolution- Select software that will assist in the growth of the community. • Measurable- Success is measured by purpose; the social software can be measured according to its purpose. • Community-driven- The social software should encourage active participation and user-generated content. It is important to, when implementing social software, recognise the purpose each application provides. It is a fallacy that successful virtual communities will spontaneously occur by installing social software tools. 316 Ibid Wenger, E; White, N; Smith, J. & Rowe, K. (2005), Technology for communities Available at: http://technologyforcommunities.com/CEFRIO_Book_Chapter_v_5.2.pdf [Accessed 2nd December 2008] 318 Ibid 317 319 Bradley, A. & Drakos, N. (2008), Seven Key Characteristics of a Good Purpose for Social Software. Available at: http://www.bi-consultancy.nl/rt1/en/docs/col_7_key.pdf [Accessed 2nd December 2008] Grant Agreement nº 224369 PUBLIC 67/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Therefore, there are several considerations before creating your community. These are: defining your audience, establish goals, determine your technological needs, choosing your hosts, setting the ground rules and starting small (Baker320, n.d). Some of these common measurements will be used to characterise online communities in the next section. 320 Baker, T. (n.d.), Online Communities: A Brief Overview. Available at: http://www.sedi.org/dataregv2unified/capnet-summarypapers/online%20communities%20paper.pdf [Accessed 24th November 2008] Grant Agreement nº 224369 PUBLIC 68/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 7 Case Studies on Online Learning 7.1 Notschool.net Notschool.net is an asynchronous on-line learning community of young people aged 13-17 who have been outside traditional education systems in the long term.321 This online learning community was developed in 2000 to offer an alternative to traditional education for excluded teenagers. The project adopted a constructivist approach to learning. It did not aim to re-integrate these young people back in to school, but to remove the barriers that restricted their engagement in learning and to foster an interest in lifelong learning. According to the OECD322, the Notschool.net project could be considered to be a new model of learning, reflecting the changing needs of a digital age. The Notschool.net online learning community comprises a range of young people excluded from formal education. They include the sick, terminally ill, phobic, disaffected, pregnant, traumatised, excluded teenagers and travelling families. Over 70% are drawn from the bottom two economic groups and most fit the EU definition of an MYP. Participants are provided with a computer system and a fast broadband connection and are able to access the online community 24 hours a day, seven days a week. They have access to a range of tools and software packages, which allow easy communication without the reliance on text or significant textual literacy. The teenage participants are known as researchers. The community is further composed of mentors all of whom have qualified teacher status. They facilitate the researchers in their learning. Subject experts are responsible for content provision although content, which is defined and developed by the young people, is a predominant feature of the community. Notschool.net does not have a predetermined curriculum for each participant. Content designed by subject experts provides scaffolding and potential access to a range of nationally recognised qualifications. The learning environment is built so the researchers contribute to and define their own personal content but are able to follow a traditional pre-set curriculum if they wish. Peer mentors also support the young learners. Regardless of their status outside the community, the ethos within the environment is broadly egalitarian and all are expected to abide by the same rules and support its ethos. Although predominantly UK based, the Notschool.net community has supported a range of learners from across the world over the past 9 years. Cultural and linguistic differences have not presented notable difficulties for young learners as a multimedia approach to dialogue and community has been used. Synchronous and asynchronous chat has been recognised as contributing to improved literacy although both mediums support the extensive use of multimedia. 321 Johnson, J. & Dyer, J. Using multimedia in an on-line community for disenfranchised youth p4. Proceedings of the Digimedia Conference 2005 held in Cairo, Egypt. 322 OECD 2007 Alternative Models of Learning Project Proposal (AML). Paris, France, OECD. Grant Agreement nº 224369 PUBLIC 69/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Research has concluded that Notschool.net re-engages 98% of the young learners placed on the programme, but it does not attribute this success to a content-delivery model. Research suggests that community pull and a social network, which underpins the learning content, contributes significantly to the success of Notschool.net. 7.2 Not School – Not Home – Schome Schome is a project initiated by the Open University to explore the potential of Second Life as an online virtual world. Schome has been designed to overcome problems within the current education system and meet the needs of individual learners. The aim is to develop informal learning activities within Second Life to bridge the gap between school and home. Schome places emphasis on giving young people greater learning choice, empowering learners to learn and letting them take responsibility for their learning by giving them control over the curriculum. The creation and continuation of Schome is dependent upon a four-step approach. “Firstly, establishing aims and developing shared understandings about the kind of education system needed for this century. Secondly, creating a shared vision of what the system would look like that would allow the meeting of those aims unimpeded by the existing education system. Thirdly, devising ways of moving from the present system to Schome. Fourthly, implementing the system.”323 The Schome community is the medium for building shared understandings and visions. The main learning platform is Schome Park, an island contained in the ‘Teen Grid’ of Second Life. The Schome Park Project’s design was informed by the eSIR Reference Statement. The secondary platform is SchomeBase, the staff headquarters contained in the ‘Main Grid’ of Second Life. Their research showed the use of a variety of different media is critical to appropriately meeting the educational and practical needs of the young people, thus the Second Life environments are supported with the Schome community website, forum and wiki. Within the Schome community students are known as SParkers and staff are known as Schomers. Academics, PhD students and members from the National Physical Laboratory form some of the worldwide staff. The ethos of Schome is that SParkers and Schomers are all equal learners because everyone can offer something to the community. The curriculum includes everything learners learn and SParkers are encouraged to develop their own personal projects within Schome Park. There is, however, a current core curriculum of: ethics and philosophy, physics and archaeology. In the pilot project 149 students from NAGTY (The National Association of Gifted and Talented Youth) aged between 13-17 were given access to Schome Park. 23% of 323 Futurelab (n.d.), Teachers as Innovators: Schome. Available at: http://www.futurelab.org.uk/projects/teachers-as-innovators/stories-of-practice/schome [Accessed 18th December 2008] Grant Agreement nº 224369 PUBLIC 70/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities participants were GOAL students, NAGTY members who were from socially disadvantaged or ethic minority backgrounds324. During the pilot, research showed GOAL SParkers were less frequent in their use of Second Life. 68% of Non-Goal SParkers logged in to Schome Park, with 41% spending over an hour in the virtual island. 41% of the GOAL SParkers logged in, with 15% spending more than an hour in the community. Similar findings were established surrounding engagement with the forum and wiki; GOAL SParkers always corresponded less than Non-GOAL peers. Findings show the age specific skills developed were communication, teamwork, leadership and creativity. In the pilot’s early stages SParkers did not demonstrate listening skills and would often ignore peers’ comments. Over time there was a shift towards more collaborative learning. SParkers not being restricted to working with peers their own age supported this development. In some cases groups of SParkers, varying in age, initiated learning projects with PhD staff Schomers who worked professionally in similar fields. A limitation of Schome was the requirement of a high spec computer and broadband Internet connection. When accessed from schools, many had firewalls in place configured to block Second Life and were not willing to adjust their settings. This prevented some students from taking part in the pilot study. 7.3 Nisai Virtual Academy The Nisai Virtual Academy (NVA) is part of the Nisai Group, specialists involved in elearning and training throughout Europe. NVA is a virtual school providing education to pupils aged 8 to 18 unable to attend mainstream education due to chronic illness, exclusion, disaffection, NEET, school phobia and pregnancy. Support is also available to students on the gifted and talented register. NVA work in partnership with approximately 40 Local Authorities (LAs) and currently meet the requirements of the National Curriculum in England and Wales, up to and including AS-Level. NVA focuses on ‘the indivdual needs of our learners’325 and flexible, on demand provision. Using a Microsoft Learning Gateway as its foundation, a secure learning platform that supports coursework and collaboration has been created. Fully interactive, live lessons and assessment take place in online classrooms controlled by specialist teachers. Within these classes, small groups of students collaborate on documents and can hear their teacher via microphone but not each other. There is an option for students to control parts of the lesson and speak to all classmates. Students are taught to pace themselves and manage their own 324 The Schome Community (2007), The schome - NAGTY Teen Second Life Pilot Final Report: a summary of key findings and lessons learnt. Milton Keynes: The Open University. Available at: http://kn.open.ac.uk/public/document.cfm?docid=9851 [Accessed 18th December 2008] 325 McKeown, S. (2008) ‘Virtual’ schooling: education outside school, Special Children. Available at: http://www.teachingexpertise.com/articles/virtual-schooling-education-outside-school-3539 [Accessed 19 December 2008] Grant Agreement nº 224369 PUBLIC 71/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities assignments. The classroom is accessible fifteen minutes prior to the lesson’s start time so students can ‘chat’ with each other. Homework is set after each class and teachers can be emailed with queries at anytime. The hour-long lessons are designed to raise academic achievement of MYP who struggled within the conventional education system. Students are expected to log on and attend two lessons per week per subject. If a student misses or is unable to attend a class, the lessons are all recorded and archived. Lessons can be accessed at any time and in any location. Maintaining engagement with subjects, NVA have found students also use the archive to help with assignments, re-enforce ‘bits’ they did not understand and revision. Within the academy portal, the students’ workspace interface looks like a traditional school desk. Having a familiar interface promotes confidence in the students when they first enrol. Email, news, assignments, learning tools and a personal schedule are all signposted. The interactive lessons are supported with an online community of learners called the ‘Common Room’. Similar to a forum, it is accessible from their workspace and is used for independent or collaborative activities and socialising. Students who would otherwise be learning in isolation are able to work with peer groups and are encouraged to learn from each other by sharing knowledge and opinions. NVA have found this approach encourages students to feel ownership over their work and increases their independence. Self-esteem has also improved as a result of not being judged or hindered by personal circumstances and in many cases students go on to college or Higher Education. To be able to attend, the young people have to provide their own standard computer, broadband Internet connection and suitable word processing software. NVA state that they support online collaboration and teaching via bandwidths as low as 28kbps. 7.4 Mixopolis – Intercultural Online-Portal for Young People Mixopolis is an online community for young people (aged 12-28 years old) with a migration background and outside of the German school system without a place in the dual vocational education system. The project started in 2008 and offers young people with a migration background a variety of career guiding tools through its online portal. These young people are very often faced with obstructions and discrimination at this guidance stage326. The project tries to increase the participation of young people with a migration background in the educational system and to remove obstructions. Competences and qualification are the basis for the professional future of the young people. Mixopolis tries to evince the existing professional competences of the young people and to strengthen them with the help of digital offers in communication and learning, in order to increase their integration in the education system and society. 326 Bozay, K (2007). Schulen ans Netz e.V. Available at: http://www.schulen-ansnetz.de/ueberuns/unsereprojekte /mixopolis.php Grant Agreement nº 224369 PUBLIC 72/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities The registered association "Schulen ans Netz"327 is responsible for this project. Since 1996 the association has worked in the area of education and Internet. The German ministry of education and research328 and German telecom329 co-founded the educational system. The target groups of the project are: young people with a migration background in their career guidance stage, and young people yet to start an educational career in school, university or a vocational education. Mixopolis brings together these youth groups into a community. Mixopolis target participants in education or economy with successful concepts for the integration of people with a migration background, and educators from the extracurricular youth education as mediators. The portal is structured in four parts: • There is the "magazine" where information for the young people is broadcasted. The content is about job and study, society and youth culture and information about companies as well as success stories and reports for the young people. • In the areas of the community the young people can take part in the forums, in the "Clubs" or they can create their own Blog. • In the training area they find different learning instruments (interactive modules, simulations, tests an so on) to work with to increase their competences and qualification. • A very important part is the electronic mentoring. In all areas of the portal there are mentors available for the young people to answer questions. The mentors try to transmit their own experience to the young people. Most of them have a migration background themselves and so they know the needs and wishes of the young people very well. To take part at Mixopolis, young people can register themselves online. There is no need to have a migration background or to be outside of the school system respectively without a place in the dual vocational education system. But it is the declared aim of the portal to help that specific group of young people. The young people have to register with their full name and birthday330, but in the portal they can use a nickname. 327 Schulen ans Netz e.V. Available at: http://www.schulen-ans-netz.de/ueberuns/derverein/index.php Bundesministerium für Bildung und Forschung. Available at: http://www.bmbf.de/ 329 T-Mobile Deutschland Available at: http://www.t-mobile.de/ 330 Terms of use available at: http://www.mixopolis.de/ww3ee/306512.php?sid= 63279751022143622723055865586810 328 Grant Agreement nº 224369 PUBLIC 73/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 7.5 TeleMentoring331 In the TeleMentoring-project, honorary mentors undertook job-related mentoring relations via Internet and supported disadvantaged youths in a vocational orientation. Young people at the age of 16 to 24 years who were unemployed or threatened with unemployment (“Mentees”) had been given an opportunity to establish contacts, through email-based dialogues, with mentors experienced in vocational matters. The TeleMentoring relationships were set up primarily designed to provide these socially disadvantaged groups with vocationally oriented and psychosocial support. In Nordrhein-Westfalen, non-commercial Internet cafés initiated by the Regional Employment Office and sponsored by the Ministry of Economic Affairs and Labour (MWA Nordrhein-Westfalen) as well as vocational training courses provided the necessary infrastructure for the young participants. Here, they were able to utilise computer technologies free of charge, if necessary, been given on-the-spot assistance by youth welfare staff. The cooperating educational institutions were placed throughout Nordrhein-Westfalen. Rural and urban areas were represented. The project ran from 1999 to 2004 and showed that the young participants built up self-confidence and motivation. The Mentees liked the combination of individual support and practical tips on vocational matters. They gladly accepted the help of mentors. Furthermore TeleMentoring tried to offer the opportunity for personal social commitment to adults and supported the dialogue between the young and older adults. The medium of the Internet and the exchange of experience by e-mail cultivated an open-minded contact. Besides technical competences especially social competences of the target group were strengthened. In contrast to traditional mentoring programmes TeleMentoring was independent of time and space by utilising the potential of Internet communication. The Ministry of Economic Affairs and Labour, Nordrhein-Westfalen (MWA) had assigned the project 332. The European Social Fund sponsored the project333. Over the past five years the European Centre for Media Competence (ECMC)334 – organised, managed and co-ordinated the project TeleMentoring. The project office was the central information hub for all participants, cooperating partners and interested public. TeleMentoring was quoted as a supplementary measure besides the professional vocational counselling of employment offices. The project is a guide;335 with all the experiences the ECMC has made in the past five years, it may be used as a checklist to provide a structure for expansion across more German regions. 331 TeleMentoring Available at: http://www.telementoring-nrw.de/ Ministerium für Arbeit, Gesundheit und Soziales des Landes Nordrhein-Westfalen Available at: http://www.mags.nrw.de/ 333 ESF Available at: http://ec.europa.eu/employment_social/esf/ 334 Europäisches Zentrum für Medienkompetenz - ecmc GmbH Available at: http://www.ecmc.de/www.ecmc.de/ index.htm 335 Handbuch Mentoring, Available at: http://www.telementoring-nrw.de/download/leitfaden.pdf 332 Grant Agreement nº 224369 PUBLIC 74/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 7.6 Cyberhus336 Cyberhus is a Danish charity and online meeting place currently with 17,000 unique visitors every month. Cyberhus is particularly keen to reach out to less-privileged children in need of help and guidance from trustworthy adults. Cyberhus was founded in 2004 and is grown into a popular youth site offering a wide range of activities for children and teens. At Cyberhus young people can get advice from trained counsellors through the anonymous chat counselling service. Browsing the website one will see that Cyberhus consists of virtual rooms. Each room has a different theme – music, art, IT, beauty and fashion. In each room the children can express themselves creatively, write reviews, post messages in discussion forums, get peer-to-peer support through various discussion boards, ask questions related to teen life and get advice from our twelve skilled advisers and much more. Cyberhus place high emphasis on young users' active involvement in building and improving the website in ways that meet the current needs and interests of their audience. Reaching out to young people who are disadvantaged or marginalised from their more privileged peers is Cyberhus' primary goal. They seek to encourage the use digital technology in ways that improve self-confidence and life-skills, bringing them closer to achieving purposeful goals. Using the Internet as a primary medium, Cyberhus strives to bring together communities of interest throughout Denmark, helping young people gain confidence and acquire new skills. Ideally, the success young people from disadvantaged backgrounds have, as users of cyberhus.dk, will empower them to participate in wider society activities. Cyberhus’ core service is the anonymous and confidential chat counselling service for children and teens facing problems. All children and young people regardless of their age can seek help through this service. Cyberhus’ trained counsellors endeavour to help marginalized and socially deprived children whose lives are marked by parental violence, sexual abuse, depression, social isolation, etc. So far the counsellors have had over 3000 confidential conversations with children and teens online. The children can talk with a counsellor about any problem great or small, e.g. love troubles, arguments with friends, school bullying, sexual abuse, domestic violence, loneliness, self-harm, eating disorders, or anything else that is worrying them. It is a requirement that each volunteer counsellor has a professional background within the social services field. Hence, most of its counsellors are social workers or psychologists. The Cyberhus Mission Statement is: ''to renew the way we [Cyberhus] meet and enter into dialogue with children and teens. This happens through innovative uses of Internet-based counselling and activities, which advise, involve and develop the 336 Cyberhus Available at: http://www.cyberhus.dk/ Grant Agreement nº 224369 PUBLIC 75/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities children and teens on their own terms. This is done in accordance with our values: trust, respect and broadness.'' Their Vision is: "to be the preferred virtual and socio-pedagogical meeting place for at-risk children and teens in Denmark.'' The Project was nominated for the European eInclusion Awards 2008337. 337 Available at: http://www.epractice.eu/cases/cyberhus Grant Agreement nº 224369 PUBLIC 76/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 8 Characteristics of Successful Online Communities 8.1 Summary of the Shared Features of the Most Successful Online Communities Having examined a variety of sources the following table highlights the common success factors identified by selected academics. The ticks correspond to those characteristics mentioned by each of the academics in their reviewed papers. An empty box is an indication that the academic(s) did not mention that particular characteristic or did not relate to it in sufficient detail to warrant the inclusion of the characteristic against their name. Lazer and Preece Farrior Broß et al. Wenger Nagele Matzat et al. Moule Akkinen Heldt el at. Arguello Kollock Cohen Purpose Participation Technology Code of Conduct Design User roles Subgroups Brooks and Oliver Table 7. Selected academics against selected successful characteristics As previously noted there are many variables that may affect the success of an individual community but an examination of the literature has identified a number of common characteristics that support success across the board: 8.1.1 Purpose It is essential to identify the needs and goals of the audience. People join communities to satisfy their personal goals. Therefore, the community should provide a tagline with an expression of its overall purpose. Although the purpose of every site is for members to repeatedly interact, through shared resources and reciprocity it is important to determine the shared goal of the community. Grant Agreement nº 224369 PUBLIC 77/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities The most successful online communities start with a well-defined purpose and then attempt to re-direct themselves once established (Bradley338 and Drakos, 2008). Having a defined purpose; helps identify demographic, acts as a measurement of success, helps define user requirements, sows the seed for community system, and helps establish good systems of governance. It is important to assess the competition; most people do not have time for several overlapping communities (Cohen339, 2008; Arguello340 et al., 2006). One issue that might present itself is cross-posting; if information is posted over several communities then it loses its uniqueness, which in turn may reduce incentive of other members to respond. As well as this, check out the discussions boards on already successful online community sites, such as Facebook and MySpace. Further, topical coherence is recommendable as it is more likely that consistent discussions will have responses, whereas off-topic posts are not as likely to be read or replied to. The online community should clearly state the benefits of membership. Furthermore, the community will benefit from a tool, which can invite new users’ friends via email to the community (Nagele341, 2005). Akkinen342 (2005) highlights the overriding principle of an online community as purpose, which is supported by several other principles: identity, reputation, governance, communication, groups, a synergistic environment, boundaries, trust, exchange, expression and history. “One potential way an individual can benefit from active participation is the perception that participation enhances his or her personal reputation in the network.”343 Further, the entry requirements to an online community site should be in correlation with its specific demographic. By definition, communities exclude people to include others, it is an essential characteristic (Kondartova344 and Goldfarb, 2004). Participation has become more than just accessing online information and culture; it now incorporates engagement in social and recreational activities online (Ito345 et al., 2008). A successful community aimed at the youth market must not only be purposeful, but also entice its audience with relevant content. There are several 338 Bradley, A. & Drakos, N. (2008), Seven Key Characteristics of a Good Purpose for Social Software Available at: http://www.bi-consultancy.nl/rt1/en/docs/col_7_key.pdf [Accessed 2nd December 2008] 339 Cohen, A. (2008), Characteristics of Successful Online Communities, Available at: th http://www.idealware.org/articles/successful_communities.php [Accessed 5 November 2008] 340 Arguello, J; Butler, B; Joyce, E; Kraut, R; Ling, K. & Wang, X. (2006), Talk to Me: Foundations for Successful Individual-Group Interactions in Online Communities. Available at: http://www.cs.cmu.edu/~jaime/CHI06ArguelloJ.pdf [Accessed 19th November 2008] 341 Nagele, C. (2005), Social Networks Research Report Wildbit Report Available at: http://www.wildbit.com/wildbit-sn-report.pdf [Accessed 24th November 2008 342 Akkinen, M. (2005), Conceptual Foundations of Online Communities, p.25. Available at: http://hsepubl.lib.hse.fi/pdf/wp/w387.pdf [Accessed 24th November 2008] 343 Ibid 344 Kondratova, I & Goldfarb, I (2004) Virtual communities: design for collaboration and knowledge creation Available at: http://iit-iti.nrc-cnrc.gc.ca/iit-publications-iti/docs/NRC-47157.pdf [accessed 15th December 2008] 345 Ito, M; Horst, H; Bittanti, M; Boyd, D; Herr-Stephenson, B; Lange, G; Pascoe, C; & Robinson, L (2008) Living and Learning with New Media: Summary of Findings from the Digital Youth Project Available at: http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-WhitePaper.pdf [accessed 15th December 2008] Grant Agreement nº 224369 PUBLIC 78/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities constraints that can inhibit youth participation, one of which is a principal barrier, economic. 8.1.2 Participation The heart of a community is its members and their participation levels govern success. The design of the site should be community-centred, to increase communication. Success is measured by how effective and how healthy the community is, which is dependent on participation levels. However, the critical mass of a community varies, it is specific to each community, some large groups may intimidate some people. Participation is an essential characteristic of a successful online community; (Arguello346 et al., 2006; Marathe, 347 2002) groups that have common interest tend to have more involvement. Members should have opportunity to participate in and generate content of the site; therefore there should be disparate communication tools to enable this. “Participants in a community are provided the opportunity to meet and transact with other people who share the same values, outlook or objectives, resulting in an immersive and enjoyable experience.”348 ‘Online communities depend on many-to-many interactions between participants with heterogeneous goals, backgrounds and characteristics.’349 The design of a community should foster social interaction. Profiles highlight the similarities of community users and therefore they can search for like-minded people. Burnett 350 (2000) suggests that, ‘The heart of a virtual community can be found in the ongoing public discussions that constitute its primary activities.’351 However, those discussions may drift from the primary objective, because participants share other interests. Some sort of goal-orientated tool must be in place for information exchange, but without disengaging membership interest. Kollock 352 (1998) and Arguello353 (2006) believe that the root of unsuccessful online communities is the strain between individual and collective rationality. Therefore, the success of the community is dependent upon the promotion of interaction within set 346 Arguello, J; Butler, B; Joyce, E; Kraut, R; Ling, K; & Wang, X (2006), Talk to Me: Foundations for Successful Individual-Group Interactions in Online Communities. Available at: http://www.cs.cmu.edu/~jaime/CHI06ArguelloJ.pdf [Accessed 19th November 2008] 347 Marathe, J. (Durlacher Research Ltd) (2002), Creating Community Online Available at: http://unpan1.un.org/intradoc/groups/public/documents/apcity/unpan003006.pdf [Accessed 13th November 2008] 348 Ibid 349 Lampe, C; Ellison, N. & Steinfield, C. (2007), A Familiar Face(book): Profile Elements as Signals in an Online Social Network p443 Available at: https://www.msu.edu/~nellison/lampe_et_al_2007.pdf [Accessed 3rd December 2008] 350 Burnett, G. (2000), Information exchange in virtual communities: A typology, Information Research 5(4), Available at: http://informationr.net/ir/5-4/paper82.html [Accessed 7th November 2008] 351 Ibid 352 Kollock, P. (1998), Design Principles for Online Communities. Available at: http://www.sscnet.ucla.edu/soc/faculty/kollock/papers/design.htm [Accessed 13th November 2008] 353 Arguello, J; Butler, B; Joyce, E; Kraut, R; Ling, K; & Wang, X (2006) Talk to Me: Foundations for Successful Individual-Group Interactions in Online Communities. Available at: http://www.cs.cmu.edu/~jaime/CHI06ArguelloJ.pdf [Accessed 19th November 2008] Grant Agreement nº 224369 PUBLIC 79/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities boundaries. The size of the group, for instance, may intimidate some people and it is important to maintain the responsiveness of the community. 8.1.3 Netiquette / Code of Conduct Establishing a set of standards to be adhered to is extremely important. Having regulations in place will not only govern the community but will encourage participation. “A netiquette policy defines what type of communication is expected, what type of communication is appropriate, and what type of communication is unwanted.”354 The set of social conventions employed by a community allows the environment to be tenable. Regulated policies ensure that the communities associated technology continues to function effectively. Online communities generally have a set of social protocols and policies. Implementing these guidelines provides a framework for social growth and allows for individual role development. Policies can have a serious impact on social interaction, therefore they must be carefully planned so not to have a negative effect. An online community requires a collaborative environment, which entails all users participating, however to achieve this there must be strong motivating factors. Further to this there should be well-protected privacy and security measures in place, as well as visible discussion group moderation and detailed netiquette (Ryan355 and McGovern, 2003). 8.1.4 Design / User Friendly In order to increase participation, the design of the interface should be easy to use and easy to navigate. If people can find discussion areas and other people then they are more likely to participate. The language the site uses is a common problem, it is important to know your audience and use language that appeals to them. Brown356 (2005) states that developing Wenger’s357 (2004) principles for cultivating communities of practice can be applied to an online community model. The strategies for designing a successful online community originate from Wenger’s 354 Lazar, J & Preece, J (2002) Social Considerations in Online Communities: Usability, Sociability, and Success Factors p 25 Available at: http://www.ifsm.umbc.edu/~preece/Papers/herre_chapter03.pdf [accessed 05/12/08] 355 Ryan, C & McGovern, J (2003) Next Generation Virtual Communication Available at: http://goanna.cs.rmit.edu.au/~caspar/ATcrc/1.2/ATRCRPaperCommunity.pdf [accessed 27/11/08] 356 Brown, R. (2005), Pragmatic Suggestions for Growing On-line Communities of Practice. Available at: http://www.associatedcolleges-tc.org/cotf/COTFXI/materials/Pragmatic-handout.pdf [Accessed 11th November 2008] 357 Wenger, E. (2004), Communities of practice- a brief introduction Available from: http://www.ewenger.com/theory/index.htm [Accessed 10th November 2008] Grant Agreement nº 224369 PUBLIC 80/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities principles (see Appendix B). However, Belgrove358 et al. (2008) disagree that the community of practice model fits a successful template for an online community, as new members should not have to be guided, as portrayed by Wenger, from a peripheral role to a more engaged role. However, it seems that Wenger’s model is conducive of a successful online community template. The use of language is important when posting to an audience (Arguello,359 2006; and Daniel, 360 2002). Complex lengthy messages are less likely to be read. It is important not only to consider the depth of the post, but word choice. It is important to recognise the language orientation of your audience. There is no use using complex English to an audience who cannot read it and understand it, or using definite articles in a debate. The design of an online community should provide a usable platform, where information is: “attainable by all citizens regardless of income, education, race, or other traditionally access-limiting characteristics.”361 Online communities provide more effective avenues to communicate, especially in relation to distance. 8.1.5 Technology The technology should suit the requirements of the community; there should be asynchronous and synchronous communication tools, easy navigation, profiles for social identity etc. The planning of the software is important, as without applications in place the community will not communicate. In a survey carried out by Heldt 362, Broll and Lehmann (2008), the most import features of an online community were: security, messaging services, blocking facilities, buddy list, search facilities and profile with picture (results shown in Appendix C). “An online community will need to ensure participants have the technological provision and necessary IT skills to support engagement” (Moule, 363 2006). On 358 Belgrove, M; Griffin, J; & Makepeace, B. (2008), Using e-learning Tools to Build a Community of th Distance Learners: A Progress Review and Call for Collaboration. The University of Cyprus, 7 th European Conference on e-Learning, University of Cyprus 5-6 November 2008, p. 92. Academic Publishing Ltd: Reading, UK 359 Arguello, J; Butler, B; Joyce, E; Kraut, R; Ling, K. & Wang, X. (2006), Talk to Me: Foundations for Successful Individual-Group Interactions in Online Communities. Available at: http://www.cs.cmu.edu/~jaime/CHI06ArguelloJ.pdf [Accessed 19th November 2008] 360 Daniel, B. (2002), Building Social Capital in Virtual Learning Communities Available at: http://www.usask.ca/education/coursework/802papers/daniel/daniel.pdf [Accessed 26th November 2008] 361 Law, S. A. & Keltner, B. (1995), Civic Networks: Social Benefits of Online Communities, Universal Access to E-Mail- Feasibility and Societal Implications, Ch. 5. Available at: http://www.rand.org/pubs/monograph_reports/MR650/mr650.ch5/ch5.html [Accessed 7th November 2008] 362 Heldt, S; Broll, G & Lehmann, P (2008), Mobile Communities – Requirements and Features for Success. Available at: http://www.medien.ifi.lmu.de/pubdb/publications/pub/heldt2008miux/heldt2008miux.pdf [Accessed 17th November 2008] 363 Moule, P. (2006), Developing the Communities of Practice, Framework for On-Line Learning p.138 The Electronic Journal of e- Learning Volume 4 Issue 2, pp.133–140. Available at: Grant Agreement nº 224369 PUBLIC 81/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities joining a social network, an individual may need guidance to navigate the community; showing them what to do and how to do it will increase probability of social interaction (Nagele364, 2005). 8.1.6 Roles Designing roles can encourage participation; many successful communities incorporate good facilitation. Although some scholars believe that roles can have an adverse affect in general social networking sites, most see them as advantageous, especially in online learning communities. It is suggested that progression is moderated, and incentives to participate are provided. In order to implement a successful online community there must be cohesion between users rather than a coercive hierarchical community. Maintaining collaboration of knowledge is the most important characteristic of a successful virtual community. 8.1.7 Subgroups Providing sub-groups may take community away from the objective, but will keep them interested in the community, which will ultimately increase longevity of the site. Subgroups also reaffirm social ties and can lead to face-to-face meetings. Subgroups are created to mainly support conflicting competitive interests (Matzat365 et al., 2000) and supply community with balance. They are essential tools to keep members interested in participating. Subgroups can be set up to help and guide community users, these can be useful to acquaint them with all regulations and functions of the community. However, the online community has to successfully manage these groups in order to effectively achieve their overriding common goals. http://www.ejel.org/volume-4/v4-i2/moule.pdf [Accessed 25th November 2008] 364 Nagele, C. (2005), Social Networks Research Report Wildbit Report. Available at: http://www.wildbit.com/wildbit-sn-report.pdf [Accessed 24th November 2008] 365 Matzat, U. & de Vos, H. (2000), Online Communities: Which conditions make them successful? Available at: http://www.ppsw.rug.nl/matzat/online-communities.pdf [Accessed 6th November 2008] Grant Agreement nº 224369 PUBLIC 82/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 9 Conclusion The review of the literature suggests that the identification of ‘purpose’ is the most important characteristic to the success of an online community. As shown in table 7, the majority of the academic papers reviewed recommended that a successful online community has a predefined purpose. Although there are several objectives for every online community, such as content creation, sharing material and general interaction, the site must determine the shared requirements of its audience and this must be accepted by its participants. By identifying these common incentives the site can entice members by providing pertinent material. The most successful online communities are those that begin with a well-defined purpose and then attempt to identify further requirements from this. One of these further requirements is stating from the outset the benefits of membership, which is dependent upon a well-defined purpose. The function of any community is dependant upon the original purpose that governs it. The success of a mobile-based platform is contingent on a well-formulated purposeful design. The success of a community is ultimately determined by participation through interactions and contributions. Therefore, the members of the community regulate success, and they will only be attracted to a community that offers incentives for being there. Buckley366, Conahan and Munoz (2005) mentioned that success of any mobile online community is based on its members and having some sort of affinity between themselves. Mobile communities are formulated around interaction, as are Web-based communities. The design of a mobile device restricts certain social functions found in Web-based online communities (Ziv 367 and Mulloth, 2007 and Buckley 368, Conahan and Munoz 2005). This literature review confirms that although there are obstacles to providing a mobile virtual community, for example screen size and memory, developing a mobile online learning community is a viable prospect as long as the design is appropriate to the community and fit for its purpose. The second salient characteristic from the literature (as shown in table 7) is that a successful online community needs active participation. Once purpose is established, the community should be designed around promoting participation. Having an interactive community, sharing information, is the ultimate aim. As the critical mass for each individual community is different the size of the community is not a dependable method of measuring participation. The design of an online community should attract members and provide a basis for interaction. The research has shown that a successful online community should promote interaction in line with the community’s overall objectives. 366 Buckley, D; Conahan, S. & Munoz (2005), Lessons Learned: Community Standards – The Early Lessons of Mobile Community – Building Wireless Business Forecast December 2005. Available at: http://www.motricity.com/pdf/pr/05_1205.pdf?PHPSESSID=11c4a05123f8fcdf24028ec06c2fb5a7 th [Accessed 20 November 2008] 367 Ziv, N & Mulloth, B. (2006), An Exploration on Mobile Social Networking: Dodgeball as a Case in Point p.6. Available at: http://www.poly.edu/management/_doc/nina/socialnetworking21.pdf [Accessed 26th November 2008] 368 Buckley, D; Conahan, S. & Munoz (2005), Lessons Learned: Community Standards – The Early Lessons of Mobile Community – Building Wireless Business Forecast December 2005. Available at: http://www.motricity.com/pdf/pr/05_1205.pdf?PHPSESSID=11c4a05123f8fcdf24028ec06c2fb5a7 th [Accessed 20 November 2008] Grant Agreement nº 224369 PUBLIC 83/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities The success of a community is ultimately determined by participation through interactions and contributions. Therefore, its members regulate success, and they will only be attracted to a community offering incentives for being there. Buckley369, et al. (2005) comment that success of any mobile online community is based on its members having some sort of affinity. Mobile communities are formulated around interaction in the same way as Web-based communities are. Cultivating an online mobile community requires an assessment of the principles that govern any community of practice (Wenger’s 370, 2004; Moule371, 2006; and Brown372, 2005). Providing an environment that can promote social interactions is key, yet knowing one’s technological limits is a fundamental prerequisite of any success. Mobile Web 2.0 is still developing but has already provided opportunities for successful mobile communities such as Facebook, MySpace and those mentioned in section 5.2. If community is to exist its value must be real for its members. True communities are much more than just web sites, communication tools or gatherings of people (Riel373 and Polin, 2004; and Wenger374 et al., 2002). Communities require member participation and contribution, ownership, quality support and facilitation, shared direction, goals and projects (Kim375, 2000; Palloff376 and Pratt, 1999; and Wellman377 and Gulia, 1997). The ‘if you build it, they will come’ attitude is not sufficient. They may well come but to ensure success people need to stay, interact and contribute. It is this very interaction and contribution that makes a community of value to its members. But how do we ensure that interaction, that key to success? This literature review emphasises that members create the community, not the web site developers or managers (Barab378 et al., 2001; Kim379, 2000; Wenger380, et al., 369 Buckley, D; Conahan, S. & Munoz (2005), Lessons Learned: Community Standards – The Early Lessons of Mobile Community – Building Wireless Business Forecast December 2005. Available at: http://www.motricity.com/pdf/pr/05_1205.pdf?PHPSESSID=11c4a05123f8fcdf24028ec06c2fb5a7 th [Accessed 20 November 2008] 370 Wenger, E. (2004), Communities of practice- a brief introduction Available from: http://www.ewenger.com/theory/index.htm [Accessed 10th November 2008] 371 Moule, P. (2006), Developing the Communities of Practice, Framework for On-Line Learning The Electronic Journal of e- Learning Volume 4 Issue 2, pp 133 – 140 Available at: http://www.ejel.org/volume-4/v4-i2/moule.pdf [Accessed 25th November 2008] 372 Brown, R. (2005), Pragmatic Suggestions for Growing On-line Communities of Practice Available at: http://www.associatedcolleges-tc.org/cotf/COTFXI/materials/Pragmatic-handout.pdf [Accessed 10th November 2008] 373 Riel, M., & Polin, L. (2004). Learning communities: Common ground and critical differences in designing technical support. . In S. A. Barab, R. Kling & J. Gray (Eds.), Designing for Virtual Communities in the Service of Learning. Cambridge, MA: Cambridge University Press. 374 Wenger, E., McDermott, R., & Snyder, W., M. (2002). Cultivating communities of practice. Boston: Harvard Business School Press. 375 Kim, A. J. (2000). Community building on the web: Secret strategies for successful online communities. London: Addison Wesley. 376 Palloff, R., & Pratt, K. (1999). Building learning communities in cyberspace: Effective strategies for the online classroom. San Francisco: Jossey-Bass. 377 Wellman, B., & Gulia, M. (1997). Net surfers don't ride alone: Virtual communities as communities. In M. A. Smith & P. Kollock (Eds.), Communities in Cyberspace. London Routledge 378 Barab, S. A., Makinster, J. G., Moore, J., & Cunningham, D. (2001). Designing and building an online community: The struggle to support sociability in the Inquiry Learning Forum. Educational Technology Research and Development, 49(4), 71-96. 379 Kim, A. J. (2000). Community building on the web: Secret strategies for successful online communities. London: Addison Wesley. 380 Wenger, E., McDermott, R., & Snyder, W., M. (2002). Cultivating communities of practice. Boston: Grant Agreement nº 224369 PUBLIC 84/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 2002). The value of any community is determined by the social interactions of its members. Designers, developers and facilitators must aim to provide the greatest opportunity for interaction both technologically and socially. The technology used to support an online community is key, but not a solution in itself. Although an online community is not reliant fully on technology, it is an important factor. A community needs the tools to provide a discursive environment, which suits the needs of the community owners. The literature review has identified several technological common requirements, these include: asynchronous communication tools, synchronous communication tools, usable navigation menus and user profiles. The technology should be implemented to provide a participatory environment for the members while in line with the community’s overall purpose. There should be the correct mixture of tools to increase both the sociability and usability of the community. Once the relevant tools are in place, it is essential to maintain them to encourage constant interaction. Due to the variation between mobile device capabilities it is difficult to predict the precise technology needed for a successful mobile online community model. This literature review highlights the important place social software has in ensuring any community is usable and fit for purpose. The key role played by Web 2.0 tools in enabling constructivist learning environments across numerous learning contexts, including those for MYP, are documented. The creative environment Web 2.0 offers, which has moved online communities from their text base into a world of moving images and audio, is especially important for those groups who fit the ComeIn criteria. There is no set model for developing an online community. Each community is different; these variables make it impossible to devise a standard set of characteristics. However, it is possible to have a set of conceptual rubrics, such as purpose or participation. These conceptual topical headings can help to develop an online community yet are not conclusive to success. The design of an online community should encourage collaboration and content sharing while reflecting on the requirements of its members. The demand for and use of social networking sites has increased rapidly over the last couple of years. Young people (including MYP) are using sites like Facebook as platforms to keep in constant contact with their peers. Facebook identified its audience (students aged 18-21) and then once established expanded. Its success is based on its knowledge of its audience. The growth of Facebook represents the breadth of popularity that social networking sites have. Odell381 et al. (2008) believes that the design of Facebook is conducive to its success as an online learning community. The impact of Facebook and other social networking sites has proved that there is sufficient demand for several varieties of community online. The demand for social applications on mobile phones continues to grow, and with this will come a mass use of mobile social networking sites. Mobile phones are Harvard Business School Press. 381 th Odell, A., Nevin, P. & Roberts, H. (2008), Education in your face(book)! 7 European Conference in th e-Learning, University of Cyprus 5-6 November 2008, pp. 271-273. Academic Publishing Ltd: Reading, UK Grant Agreement nº 224369 PUBLIC 85/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities already considered to be social networking devices. ABI research382 has projected that this market will be worth in excess of $3.3 billion by 2013. This illustrates the opportunity that the mobile market has in providing social networking applications. El 383 Morr and Kawash (2007) believe that this demand can be utilised for educative purposes, as in the ComeIn project proposal. The implementation of such a system has to work in line with the important factors outlined by this literature review. These are purpose, participation, technology, code of conduct, design, user roles and subgroups. These rubrics can be transferred from the successful computer-based model to a mobile version. There are specific essential characteristics for online learning communities. The literature covered by this review express that success is defined by the degree of interaction of the members. The development of Web 2.0 has meant learning environments have become more interactive, collaborative and suitable for their purpose. The case studies cited indicate that purposeful design of an online learning community determines success. As with any online community, one specifically designed for learning is reliant on the interaction and collaboration of its members. This literature review gives some insight into ensuring participation. The review emphasises the key role played by facilitation, specifically in relation to learning communities, to usability that is dependent on the technology (well documented above) and to purpose as a core component of success. This literature review has provided evidence to suggest that the ComeIn project aim384 of providing a mobile learning community for marginalised young people is attainable. The characteristics established by this literature review will be explored in WP 3.2, where experts, researchers, technologists and users will be asked to consider the characteristics explored and to identify any missing success criteria. 382 Available at: http://www.abiresearch.com [Accessed 25th November 2008] El Morr, C. & Kawash, J. (2007), Mobile virtual communities research: a synthesis of current trends and a look at future perspectives. Available at: http://www.yorku.ca/elmorr/Journals/2007-IJWBCMobile%20Virtual%20Communities%20Research-Trends%20and%20Perspectives.pdf [Accessed 26th November 2008] 384 ComeIn Project (2008) Online Mobile Communities to Facilitate the Social Inclusion of Young Marginalised People p9-10 383 Grant Agreement nº 224369 PUBLIC 86/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 10 Appendices Appendix A Schweitzer, S. (n.d.), Functionalities of Online Communities of Practice. Available at: http://java.cs.vt.edu/public/classes/communities/uploads/schweitzer_project_draft.pdf [Accessed 21st November 2008] Grant Agreement nº 224369 PUBLIC 87/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Appendix B Taken from Wenger, E. (2002), A Guide to Managing Knowledge: Cultivating Communities of Practice. Harvard Business School Press Grant Agreement nº 224369 PUBLIC 88/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities Appendix C Results of an online questionnaire carried out by Heldt, S.; Broll, G. & Lehmann, P. (2008), Mobile Communities – Requirements and Features for Success Available at: http://www.medien.ifi.lmu.de/pubdb/publications/pub/heldt2008miux/heldt2008miux.p df [Accessed 17th November 2008] Grant Agreement nº 224369 PUBLIC 89/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 11 Glossary Avatar – is a representation of oneself in a three-dimensional model Blackberry – is a wireless handheld smartphone, which supports email, telephony, text messaging, Internet faxing, web browsing and a variety of other functions. Bulletin Board – is an online application managing user-generated content e-Safety – electronic safety FAQ – frequently asked questions ICT – information and communication technology IMS – instant messaging service iPhone – the apple iPhone is an Internet enabled smartphone. The multi-functional platform offers a range of services from a portable media player to multi-dimensional web browsing. Lurking- is ‘prolonged periods of receiving communications without posting. For many people this may mean never posting in some communities’ (Nonnecke385 & Preece, 1999). Malware – is software designed to damage a computer, it is an amalgamation of the words malicious and software. Mobile Device – is a miniature pocket-size computing device. MUD – Multi-User Dimension MSN – Mobile Social Network MYP –Marginalised Young Person/People NEET - Not in Education, Employment or Training News Groups – a repository for messages posted by many people Online Forums – is an online discussion site Smartphone – is a mobile phone that offers several advanced capabilities beyond that of a typical model. It often comprises PC qualities and runs on a completely different operating system to a standard mobile phone. SMS - short messaging service 385 Nonnecke, B & Preece, J (1999) Shedding Light on Lurkers in Online Communities. Available at: http://www.ifsm.umbc.edu/~preece/Papers/SheddingLight.final.pdf [Accessed 14th November 2008] Grant Agreement nº 224369 PUBLIC 90/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities SNS – social networking site VLE – virtual learning environment Wikis- ‘A wiki—taken from the Hawaiian word for “quick”—is a collection of Web pages designed to enable anyone who accesses the material to contribute or modify content using simple tools.’386 386 Steifvater, E (2008) MySpace and YouTube and Blogs, Oh My! Enhancing Your Youth Program With Web 2.0 Tools Youth Impact (Volume 2). P7 Available at: http://www.nationalserviceresources.org/files/Youth-Impact-vol-2.pdf [Accessed 19th November 2008] Grant Agreement nº 224369 PUBLIC 91/102 Date:23 /09/2008 Project: ComeIn Doc. Identifier: D 3.1 Literature Review on Online Communities 12 Bibliography • ABI Research. Available at: http://www.abiresearch.com [accessed 25th November 2008] • Aitken, L. (2008), Bebo, Bebo, Bebo, Bebo Available at: http://www.contagiousmagazine.com/resources/Contagious_Extracts_15.pdf [Accessed 17th December 2008] • Akkinen, M. 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