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Socially Constructed Virtual Artifacts

Virtual artifacts refer to nonphysical objects created either in the human mind or in the digital environment such as the Internet, intranet, cyberspace, or virtual reality. Virtual artifacts that are constructed through social collaboration are called socially constructed virtual artifacts. Virtual artifacts have become an essential cultural phenomenon and are affecting physical world events and people’s lives. In the education sector, virtual artifacts have become an emerging teaching and learning tool, especially in the incorporation of digital technology in learning institutions. Thus, an understanding of how virtual artifacts are constructed socially and how this affects education is vital in handling the incorporation of the current technology phase in the social learning community. This entry first discusses the social construction and historical development of virtual artifacts. It then discusses the theory behind socially constructed virtual artifacts and the implications of socially constructed virtual artifacts for education.

In the digital environment, physical artifacts are objects such as desktop computers, keyboards, mice, printers or other computer peripherals, personal digital assistants (PDAs), mobile phones, tablets, and other communication devices. Virtual artifacts could be in the form of computer programs, software applications, animations, hyperlinks, social sites, or social software, among other artifacts. Virtual spaces and places could also be considered as artifacts. Virtual artifacts are abstract in nature and cannot exist physically but could resemble real-life artifacts. Thus, real-life objects and the environments could be simulated virtually in digital environment such as computer games or 3D animations. Simulations, such as those in the form of animation, could have educational value. For example, students could observe and learn how rain or tornados are formed in a science lesson using animations. In another example, through 3D computer games like The Sims, students could learn about life management. Primarily, particular corporations (e.g., software developers) or individual parties were responsible for developing these artifacts. For example, Microsoft Corporation developed Microsoft Office and Mark Zuckerman developed Facebook. However, since the introduction of Web 2.0 (e.g., dynamic websites and highly accessible and publishable social media) in the early 2000s, more and more virtual artifacts were constructed through collaborative initiatives by a particular knowledge community or people who share common interests in knowledge and solutions. Wikipedia, an encyclopedia that anyone can edit, is an example of a platform to which any individual could contribute in sharing information about any particular topic for public reference. Certain blogs could also be constructed by a group or community to share information on topics of common interest or discuss a solution to a problem. Wikipedia or other blogs as described here are examples of socially constructed virtual artifacts.

Historical Development of Virtual Artifacts

Virtual artifacts are not new and in fact coexist with humanity in the form of imaginary worlds and characters described in fables and stories. Imaginary artifacts became more sophisticated when they began to be described through advanced visual presentation such as television, film, and photography. Virtual artifacts have even become interactive through current digital technologies and impressively became independent entities existing outside the human mind. Artifacts in general play an important role as learning tools in learning communities where through the process of reification and dual process of participation, learners could negotiate meanings and share common repertoire. Participation involves combined acts of communication such as doing, talking, feeling, thinking, and having a sense of belonging. Reification is the process of giving form to the learning experience by producing objects that reflect these learning experiences. In the physical educational world, using appropriate teaching and learning tools is crucial to facilitate cognitive development and skills development among learners.

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