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Communities of Practice: Learning, Meaning, and Identity

01 Jan 1998-
TL;DR: Identity in practice, modes of belonging, participation and non-participation, and learning communities: a guide to understanding identity in practice.
Abstract: This book presents a theory of learning that starts with the assumption that engagement in social practice is the fundamental process by which we get to know what we know and by which we become who we are. The primary unit of analysis of this process is neither the individual nor social institutions, but the informal 'communities of practice' that people form as they pursue shared enterprises over time. To give a social account of learning, the theory explores in a systematic way the intersection of issues of community, social practice, meaning, and identity. The result is a broad framework for thinking about learning as a process of social participation. This ambitious but thoroughly accessible framework has relevance for the practitioner as well as the theoretician, presented with all the breadth, depth, and rigor necessary to address such a complex and yet profoundly human topic.
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16 May 2003
TL;DR: Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines as mentioned in this paper.
Abstract: Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great many people. This is how they and their designers survive and perpetuate themselves. If a game cannot be learned and even mastered at a certain level, it won't get played by enough people, and the company that makes it will go broke. Good learning in games is a capitalist-driven Darwinian process of selection of the fittest. Of course, game designers could have solved their learning problems by making games shorter and easier, by dumbing them down, so to speak. But most gamers don't want short and easy games. Thus, designers face and largely solve an intriguing educational dilemma, one also faced by schools and workplaces: how to get people, often young people, to learn and master something that is long and challenging--and enjoy it, to boot.

7,211 citations

Journal ArticleDOI
TL;DR: It is argued that the success of organizations depends on their ability to design themselves as social learning systems and also to participate in broader learning systems such as an industry, a region, or a consortium.
Abstract: This essay argues that the success of organizations depends on their ability to design themselves as social learning systems and also to participate in broader learning systems such as an industry, a region, or a consortium. It explores the structure of these social learning systems. It proposes a social definition of learning and distinguishes between three `modes of belonging' by which we participate in social learning systems. Then it uses this framework to look at three constitutive elements of these systems: communities of practice, boundary processes among these communities, and identities as shaped by our participation in these systems.

4,003 citations

Journal ArticleDOI
TL;DR: In this paper, a distinction is made between the learning processes taking place among actors embedded in a community by just being there dubbed buzz and the knowledge attained by investing in building channels of communication called pipelines to selected providers located outside the local milieu.
Abstract: The paper is concerned with spatial clustering of economic activity and its relation to the spatiality of knowledge creation in interactive learning processes. It questions the view that tacit knowledge transfer is confined to local milieus whereas codified knowledge may roam the globe almost frictionlessly. The paper highlights the conditions under which both tacit and codified knowledge can be exchanged locally and globally. A distinction is made between, on the one hand, the learning processes taking place among actors embedded in a community by just being there dubbed buzz and, on the other, the knowledge attained by investing in building channels of communication called pipelines to selected providers located outside the local milieu. It is argued that the co-existence of high levels of buzz and many pipelines may provide firms located in outward-looking and lively clusters with a string of particular advantages not available to outsiders. Finally, some policy implications, stemming from this argumen...

3,942 citations


Cites background from "Communities of Practice: Learning, ..."

  • ...18 This process of institution building is triggered by the establishment of ‘communities of practice’ (Brown and Duguid, 1991; Wenger, 1998)....

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  • ...Learning within these communities is due to convergence in the sense of mutual relationships, shared ways of interacting, knowledge about other agents and their competencies, shared language and attitudes and the like (Wenger, 1998)....

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  • ...…has been suggested elsewhere (Maskell et al., 1998), trust exists in local milieus as something inherited, that any ‘insider ’ will benefit from by default.18 This process of institution building is triggered by the establishment of ‘communities of practice’ (Brown and Duguid, 1991; Wenger, 1998)....

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  • ...Grabher (2002b) demonstrates how co-location facilitates the establishment of common interpretative schemes, especially through ‘hanging out’ in local ‘communities of practice’ (Brown and Duguid, 1991; Wenger, 1998)....

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Journal ArticleDOI
TL;DR: Problem-based learning (PBL) as mentioned in this paper is an instructional method in which students learn through facilitated problem solving, where the teacher acts to facilitate the learning process rather than to provide knowledge.
Abstract: Problem-based approaches to learning have a long history of advocating experience-based education. Psychological research and theory suggests that by having students learn through the experience of solving problems, they can learn both content and thinking strategies. Problem-based learning (PBL) is an instructional method in which students learn through facilitated problem solving. In PBL, student learning centers on a complex problem that does not have a single correct answer. Students work in collaborative groups to identify what they need to learn in order to solve a problem. They engage in self-directed learning (SDL) and then apply their new knowledge to the problem and reflect on what they learned and the effectiveness of the strategies employed. The teacher acts to facilitate the learning process rather than to provide knowledge. The goals of PBL include helping students develop 1) flexible knowledge, 2) effective problem-solving skills, 3) SDL skills, 4) effective collaboration skills, and 5) intrinsic motivation. This article discusses the nature of learning in PBL and examines the empirical evidence supporting it. There is considerable research on the first 3 goals of PBL but little on the last 2. Moreover, minimal research has been conducted outside medical and gifted education. Understanding how these goals are achieved with less skilled learners is an important part of a research agenda for PBL. The evidence suggests that PBL is an instructional approach that offers the potential to help students develop flexible understanding and lifelong learning skills.

3,823 citations


Cites background from "Communities of Practice: Learning, ..."

  • ...Students periodically reflect on the adequacy of the Ideas they have recorded on the whiteboard and their own knowledge relative to the problem....

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  • ...These tasks require an open exchange of ideas and engagement by all members of the group (Cohen, 1994; Wenger, 1998)....

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Journal ArticleDOI
TL;DR: In this paper, the authors examined the concept of expansive learning with the help of four questions: 1. Who are the subjects of learning, 2. Why do they learn, 3. What do they teach, and 4. How do they train?
Abstract: Cultural-historical activity theory has evolved through three generations of research. The emerging third generation of activity theory takes two interacting activity systems as its minimal unit of analysis, inviting us to focus research efforts on the challenges and possibilities of inter-organizational learning. Activity theory and its concept of expansive learning are examined with the help of four questions: 1. Who are the subjects of learning? 2. Why do they learn? 3. What do they learn? 4. How do they learn? Five central principles of activity theory are presented, namely activity system as unit of analysis, multi-voicedness of activity, historicity of activity, contradictions as driving force of change in activity, and expansive cycles as possible form of transformation in activity. Together the four questions and five principles form a matrix which is used to present a study of expansive learning in a hospital setting in Finland. In conclusion, implications of the framework for our understanding o...

3,701 citations