Becoming Wikipedian: transformation of participation in a collaborative online encyclopedia
GROUP '05 Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work
Epistemic frames for epistemic games
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
Co-design of innovations with teachers: definition and dynamics
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Talk Before You Type: Coordination in Wikipedia
HICSS '07 Proceedings of the 40th Annual Hawaii International Conference on System Sciences
Community, consensus, coercion, control: cs*w or how policy mediates mass participation
Proceedings of the 2007 international ACM conference on Supporting group work
Scaling Consensus: Increasing Decentralization in Wikipedia Governance
HICSS '08 Proceedings of the Proceedings of the 41st Annual Hawaii International Conference on System Sciences
Competing on Analytics: The New Science of Winning
Competing on Analytics: The New Science of Winning
MUVEs as a powerful means to study situated learning
CSCL'07 Proceedings of the 8th iternational conference on Computer supported collaborative learning
An Innovative Approach to Enhance Collaboration in the Biomedical Field
International Journal of Systems Biology and Biomedical Technologies
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Researchers in the learning sciences have long recognized the potential of online spaces to support learning activities; however, the pervasiveness of social media construction typically associated with "Web 2.0" represents a new context for the research of learning and instruction. Wikis, for example, have popularized a social approach to constructing knowledge that was very difficult to achieve with previous technologies. Social networking applications like Facebook that interconnect people according to social or semantic relationships have become integral features of student life. Multi-user synchronous environments like Second Life provide rich, immersive experiences as well as new forms of online community. Such applications are blooming in every corner of society, influencing the ways in which people learn and exchange with one another. These four papers present distinct research applications of such technologies, illustrating how they influence not only our methods, but affect the very nature of our questions and theoretical perspectives.