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Bers, M. U., and Chau, C. (2006). Fostering civic engagement by building a virtual city. Journal of Computer-Mediated Communication, 11(3), article 4. http://jcmc.indiana.edu/vol11/issue3/bers.html
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This article focuses on the design and use of networked technologies to create learning environments to foster the civic engagement of youth. First, we briefly describe the Zora three-dimensional multi-user environment that engages children in the design of a graphical virtual city and its social organization. Anecdotal data are then used to help define different aspects of civic engagement, namely civic actions and civic discourse. Finally, we present descriptive results from a pilot study of young people using Zora in the context of a multicultural summer camp for youth. During this experience, children developed a virtual community that became a safe space for experimenting with decision-making, self-organization, and civic conversations, as well as for testing democratic values, behaviors, and attitudes. Using Zora as a case study, this article shows the potential of networked technologies to facilitate different aspects of young people's civic development.
Youth today are often criticized for their lack of civic participation and involvement in political life (Andolina, Jenkins, Faison & Flanagan, 2001; Grant Maker Forum on Community & National Service, 2000; Keeter, & Zukin, 2002; Michelsen, Zaff, & Hair, 2002). Technology has been blamed, among many other causes, for fostering social isolation and youth's retreat into a private world disconnected from their own communities (Kraut et al., 1998, 2002; Nie, 2001; Nie, Hillygus, & Erbring, 2002; Putnam, 2000). However, current research is beginning to indicate that both of the above statements represent inaccurate perceptions (Guest & Wierzbicki, 1999; Wellman, 2001; Wuthnow, 1991, 1998). On the one hand, today's youth are indeed engaged in civic life, albeit in ways very different from their parent's generation. Activism, volunteerism, and community work are some of the new avenues through which youth engage in civic life, as opposed to more traditional means such as voting in elections or participating in political parties (Andolina et al., 2002). On the other hand, the Internet has provided a new way for youth to create communities that extend beyond geographic boundaries (Howard, Rainie, & Jones, 2002; Kraut et al., 2002), to engage in civic and volunteering activities across local communities and national frontiers (Barab et al., in press), to learn about political life, and to experience the challenges of democratic participation (Bers, 2001b; Cassell, 2002; Howe & Strauss, 2000).
Zora is designed specifically to provide the tools necessary for users, especially children and youth, to hold conversations with each other, to express ideas easily and safely in both synchronous and asynchronous ways, to tell stories, and to create virtual objects that are personally meaningful to them. Zora is a three-dimensional multi-user environment in which American youth end-users design and inhabit a virtual city (Bers, 2001b). In a graphical multi-user environment, several users can interact and communicate with each other in real time. Users are immersed in a virtual space containing representations of data, objects, programs, and other users. The design of Zora is based on the constructionist educational philosophy, which asserts that people learn better with computers when they are engaged in building personally meaningful artifacts and sharing them with others in a community (Papert, 1980).
Figure 1. The Zora interface: A virtual space created by a child
The construct of civic engagement used in this article will be described in a later section. However, in order to understand how Zora design features might encourage civic engagement, it is important to know that our focus goes beyond the procedural aspects of democracy to the many facets of a deliberative democracy, such as the ability to participate in civic actions like community service and to engage in "civic conversations" (Putnam, 2000). Since the present research focuses on two aspects of the umbrella construct of civic engagement, civic actions and civic discourse, design features that address each of these are presented in the next paragraphs.
Zora offers tools to evaluate participants' learning experiences. Zora keeps a log, with date and time, of everything users say or do on-line. Analysis of system logs is a well-known practice in research on computer-mediated communication (Herring, 1996). By analyzing the log, researchers, teachers, and mentors can reconstruct what happens on-line at any moment in time. However, the resulting vast quantities of information can be confusing. A Zora log-parser organizes the information in an easy-to-read format and allows for the control of different variables in order to retrieve and display items in separate categories. This enables researchers to identify the frequency and quality of participants' actions and discourse online.
Civic Engagement: The Construct
Some conceive civic engagement as being a good neighbor, obeying rules, and participating in the community, while others think of it as engagement with political processes, such as voting. In this study, the construct of civic engagement goes beyond a focus solely on the procedural aspects of democracy to one that embraces the many facets of a deliberative democracy. This includes the ability to participate in civic actions such as community service and initiatives to further improve the public sphere, to engage in "civic conversations" (Putnam, 2000), and to develop publicly deliberated civic knowledge, attitudes, and decisions.
Civic Actions
In the present pilot study, civic actions refer to on-line behaviors aimed at the writing and sharing of stories associated with user created virtual objects and values definitions that represent a civic stance. While multi-user virtual environments afford many opportunities for civic actions in the development of the virtual community, this goes beyond the scope of this article. The combination of conventional media, such as television, radio, and magazines, and new media such as the Internet, provides today's youth with almost unlimited access to information about the realm of politics and public services. Researchers have suggested that new media provide tools for people to share information and make political and civic issues more accessible and transparent to the public (Oblak, 2003; Thomlinson, 1999). One of the ways in which the Internet mediates youth's ability to participate in civic actions is by providing them with tools to produce, share, and consume information about civic issues and personal opinions (Youniss et al., 2002). Through personal, political, and organizational websites, youth can access a wide range of information with diverse views on civic-related issues. Furthermore, today's youth are not only subject to consume political media passively online, but the Internet also provides the tools for them to become creators and producers of civic opinions and civic information (Coleman & Gotze, 2001; Tapscott, 1998; Youniss et al., 2002).
Hero and Villain Objects
To construct a virtual space on Zora, participants create objects that belong to each virtual room. Essentially, objects placed in each room define the identity of the virtual spaces. Any objects, including heroes and villains (models of identification and counter-identification), may have a story or a description attached to their properties windows as well as values that define their meaning for its creators. For example, one participant in our pilot study with 11-15 year-old youth defined Eve, a popular rap musician, as one of her hero objects in her room with the following definition: "Eve is a rapper, she is my role model because she started from the bottom and worked her way to the top, and she never stopped trying to accomplish her dreams now that she has a number one song, and is constantly appearing in other music videos."
Value Definitions
While the creation of objects and their associated stories describes participants' personal values, the values dictionary allows participants to share a common set of values that is important to the whole community. All participants of the community have access to modify and add on to this dictionary, and they can append multiple definitions to each value. Through this dictionary, users learn about the diverse perspectives held by the virtual community regarding each value definition. The dictionary affords users the opportunity to witness how different people may share similar values but at the same time have different definitions regarding them. For example, in our pilot study, described in a later section of this article, one participant added the value Equality to the dictionary with the definition: "being treated the same as everyone else black, white, Hispanic, etc." Other participants then added different definitions to the same value in later days, such as, "because we are all made in God's image and, therefore, have an inherent equivalence," and, "every person is equal and have [sic] the same number of basic rights."
Civic Discourse Engaging in civic discourse is one of the most important aspects of being an active participant in a public sphere (Conover, Searing, & Crewe, 2002; Wyatt, Katz, & Kim, 2000; Wyatt, Kim, & Katz, 2000). For one thing, civic discourse exposes citizens to a wide range of information and opinions, thus creating a more diverse and informed public. The Internet and online content, being high-density media, not only bring information to the public audience but also increase interactions among people across the globe, expand people's social networks, and "create a global village consisting of sparsely-knit communities by removing space constraints and allowing for far-flung interactions" (Quan-Haase & Wellman, 2002, p. 5; see also Stromer-Galley, 2003). Research in civic engagement and civic discourse has identified two types of discourse: 1) conversation that is based on information-sharing and does not require participants to alter their own opinions, and 2) discourse that takes the form of a deliberation, requiring participants to first exchange information and then move beyond one's egocentric view to reach a publicly deliberated opinion or decision (Sunstein, 2001). In this article, we term the first type of civic discourse Civic Dialogues, and the latter type Civic Deliberation. As will be illustrated below, both of these types of civic discourse took place in our Zora pilot study. Civic Dialogues Civic dialogues can be viewed in light of Kuhn's (1991) position that, "The democratic principles on which our society was founded lead us to accept, to respect, all views, to welcome the diversity they represent" (p. 4). When held among a heterogeneous group of people with different background and opinions, civic conversations air disagreements and include a diversity of perspectives (Fishkin, 1995; Gutmann & Thompson, 1996). Given these ingredients, Bennet, Flickinger, and Rhine (2000) suggest that dialogues that focus on civic issues have the power to enrich democracy by questioning and refining the quality of public opinions and "enhancing citizens' civic-mindedness" (p. 101). Some researchers have argued that the Internet has shown potential as a tool to facilitate civic dialogues because of its power to afford anonymity and reduced interpersonal cues (Ng & Detenber, 2005; Spears & Lea, 1994; see also the SIDE theory as described in Postmes, Spears, & Lea, 1998). Appendix A is an excerpt from the Zora log that represents an example of civic dialogue by young people participating in a summer workshop in the Boston area of Massachusetts, United States. Civic Deliberation
Although civic dialogues are vital to developing civic attitudes and opinions in youth and adult citizens (Conover et al., 2002), some scholars argue that 'ordinary' civic dialogues are not enough to truly build a community based on deliberative democracy (Bohman, 1996; Gutman & Thompson, 2000). While contrary attitudes and opinions about civic issues may be proposed and acknowledged, public opinions need not be deliberated, agreed upon, and established during civic dialogues. In other words, although civic opinions are expressed, civic dialogues do not guarantee mutual understanding among members of a community. On the other hand, civic deliberation forces a group of people to justify their attitudes, decisions, and opinions publicly. Civic deliberation requires the pubic to move beyond information gathering and opinion exchange (i.e., beyond civic dialogues) to come together as a group to debate and form public decisions (Bohman, 1996; Sunstein, 2001), which may result in the development of group/community norms that participants agree upon and respect. Civic deliberations might be uncomfortable because participants are publicly exposed and are challenged to justify their opinions, values, and civic attitudes. However, deliberation serves to enhance a democratic society because differences in civic opinions are addressed and confronted in order to help the community-at-large move forward to establish public decisions. Recent research has shown the Internet's potential in mediating Internet users to engage in deliberative online exchanges (Agre, 2002; Dahlberg, 2001; Papacharissi, 2002). Appendix B is an example from a Zora log that exemplifies civic deliberation.
Figure 3. Decomposition of the construct Civic Engagement
Although it is not this article's intention to suggest that one form of civic engagement is more appropriate that another, distinctions between forms must be made in order to illustrate the various ways in which participation in the development of an online community can foster civic engagement in today's youth. Anecdotal data have thus far helped describe the Zora virtual world and define the various aspects of the civic engagement construct. In what follows, we present descriptive quantitative summaries of a pilot study to describe participants' level of civic engagement in Zora. Several variables are of particular interest: the types and definitions of values in the values dictionary, the types of heroes and villains defined in participants' own virtual spaces, and the dialogue exchanged in the different chat rooms. Participants and Setting
Twelve participants (six males, seven females) volunteered to take part in this summer workshop as part of a free summer camp activity. Participants' ages ranged from 11 to 17 (mean age = 12.92, SD = 1.83). These participants came from urban schools in the Boston area of Massachusetts, United States, with mid to low SES levels; they came from a mix of ethnic backgrounds including African American, Chinese American, European American, and Hispanic American. The majority (n = 10) of the participants physically attended the workshop, while two participants logged onto Zora remotely from their homes.
Coding Method Two coding procedures were used in this study. First, the Zora log parser provides a detailed summary of all hero and villain objects and value definitions created in the Zora world. According to our previously defined construct, data pertaining to objects and value definitions would be described as civic actions. Second, the Zora log records all conversations exchanged in the virtual world, providing us with a transcript for content analysis. Data pertaining to conversations were coded according to our construct of civic discourse, composed of civic dialogues and civic deliberations. Civic Actions We coded objects and values definitions by first reading the stories and descriptions attached to each creation. For hero and villain objects, four categories were derived after reading the descriptions: celebrities, personal acquaintances, fictional characters, and historical-political-religious figures. All hero and villain objects were coded into one of these four categories. For value definitions, four categories were derived after reading the descriptions: civic issues, personal-emotional issues, fun activities, and others. All value definitions were coded into one of these four categories. Civic Discourse All dialogues in the chat system were coded according to the previously-defined construct of civic discourse. First, conversational data from the log were read and each line was categorized as either related to civic issues or not. Chats not relating to civic issues were designated as non-civic discourse and no further analysis was performed on them. Further, any dialogues that did not receive a response from other participants (e.g., a participant raised a civic issue, "let's discuss rules," but did not receive any response) were also designated as non-civic discourse, because no actual discourse took place. Chats relating to civic issues were read again, specifically looking for whether participants only exchanged ideas and opinions (which we coded as civic dialogues), or whether they carried on the conversation to deliberate different ideas and come to any sort of agreement (which we coded as civic deliberation). Thus, each line from the Zora log file was coded into one of three categories: non-civic discourse, civic dialogues, and civic deliberation. Finally, in order to assess the types of topics to which civic discourse related, lines of discourse were also grouped into events, such that each complete conservational exchange was considered one event. Reliability All materials were coded by two coders. Due to the small data set pertaining to civic actions (objects and value definitions), both coders coded all of the data. For hero and villain objects (n = 44), a 95% inter-coder agreement was achieved. For value definitions (n = 35), an 83% inter-coder agreement was achieved. Coder 1's coding of civic action data was retained in this paper. For conversational data, two coders divided the coding of the Zora log, with 10% overlap in the number of lines coded between the two coders for evaluating inter-coder reliability (Elder, Pavalko, & Clipp, 1993; Hodson, 1999). Using Cohen's Kappa as an index, the two coders achieved moderate inter-coder reliability, kappa = .53 (Fleiss, 1981; Landis & Koch, 1977). Results Civic Actions
A total of 44 hero and villain objects were created among all participants in the pilot study, of which 25 were hero objects and 19 were villain objects. The majority of heroes were celebrities (n = 14), followed by personal acquaintances (n = 6). For villains, the majority were fictional characters (n = 8), such as cartoon monsters, followed by celebrities (n = 6). Table 1 summarizes the types and frequencies of hero and villain objects created in the pilot study; examples of each type of hero and villain objects are also provided.
Table 1. Types and frequencies of hero and villain objects
Table 2. Types and frequencies of value objects
Civic Discourse
In the course of the nine-session workshop, participants exchanged 3,256 lines of chat in the chat rooms. The distribution of the three conversation categories, from greater to smaller, included 1,815 lines of non-civic discourse, 976 lines of civic deliberation, and 465 lines of civic dialogues. In comparison, 44% (1,441 lines) of the participants' conversations exchanged over the nine-session workshop were on topics related to civic engagement. Given that there was no direct adult supervision over the chats, and that the workshop did not follow any explicit civic curriculum, this high number showed that Zora's design was in fact conducive to engaging participants in civic interactions. In comparing the deliberativeness of the civic discourse exchanged on Zora, 32% of civic discourse was considered civic dialogue and 67% was considered civic deliberation.
This descriptive quantitative summary of the pilot study provides a picture of how Zora can afford a virtual sphere for youth participants to engage in civic activities in their on-line community. Although participants were allowed to explore Zora and interact with each other freely without direct adult coordination, the data showed that Zora was conducive to engaging participants in the creation of value objects and exchanges of dialogue that communicated individual ideas, opinions, and information about civic life, as well as in participating in civic deliberation to promote community development. By allowing participants to create objects that reflected a personal set of values and to conduct dialogues that provoked perspective taking and the sharing of information about civic life, participants were able to cooperatively build a virtual community through engaging in meaningful civic actions and civic discourse.
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Journal of Research on Adolescence, 12 (1), 121-148. Youniss, J., McLellan, J. A., & Yates, M. (1997). What we know about engendering civic identity. American Behavioral Scientist, 40 (5), 620-631. Following is an excerpt from a Zora log illustrating an example of civic discourse. As shown in this excerpt, civic dialogue started to emerge among these young people through engaging first in a civic activity (i.e., getting together in the virtual City Hall to discuss the new cases posted by community members) and then by discussing their opinions regarding a civic issue, such as the way to punish lawbreakers in Zora. There were no teachers or adults guiding the activities and discussions in the summer workshop. The goal of the workshop was to observe how participants would behave on Zora in order to assess the success or failure of its design features to engage youth in civic activities.
User 1; Is everyone in city hall. we need to start discussing.
Following is an excerpt showing civic deliberation in Zora. Some of the participants were using as avatars a cartoon character with stripping capabilities. As a result, participants could hit "pose" and their avatar would strip off its cartoon-like clothes. The "stripping" issue engaged participants not only in civic dialogue, but also in civic deliberation since participants felt that they needed to come to a decision regarding whether stripping (posing) would be permitted in their virtual city. It is important to note that the actual stripping did not reveal any body part, just the cartoon's underwear. This example illustrated how civic deliberation engaged youth not only in expressing their opinions, but also in justifying these opinions and even engaging in civic behavior, e.g., voting. This example also illustrates how in the absence of adult interruption during participants' interaction, some youth would take initiatives acting as moderators or leaders of the group. Note especially when User 2 takes a moderator role in the dialogue below.
User 1; FORGET ABOUT THE STRIPPING [USER 8]
is an assistant professor in the Eliot-Pearson Department of Child Development and an adjunct professor in the Computer Science Department at Tufts University. Her research interests are the design and study of learning technologies to promote positive youth development.
is a doctoral student in the Eliot-Pearson Department of Child Development at Tufts University. His research interests include learning technologies, contextual influences of technology use, and the potentials of technology to promote positive youth development.
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