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Streamers Teaching Programming, Art, and Gaming: Cognitive Apprenticeship, Serendipitous Teachable Moments, and Tacit Expert Knowledge
Abstract
Livestreaming is now a popular way for programmers, artists, and gamers to teach their craft online. In this paper we propose the idea that streaming can enable cognitive apprenticeship, a form of teaching where an expert works on authentic tasks while thinking aloud to explain their creative process. To understand how streamers teach in this naturalistic way, we performed a content analysis of 20 stream videos across four popular categories: web development, data science, digital art, and gaming. We discovered four kinds of serendipitous teachable moments that are reminiscent of cognitive apprenticeship: 1) creators encountered unexpected errors that led to improvised problem solving, 2) they generated improvised examples on-the-fly, 3) they sometimes went on insightful tangents, 4) they paused to give high-level advice that was contextualized within the work they were currently performing. We also found missed opportunities for additional teachable moments due to creators not being able to express their tacit (unspoken) expert knowledge because of pattern irreducibility, context dependence, and routinization.
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Streaming workflows introduce unique dynamics, as seen in TW1, where the creator frequently responds to chat questions and comments which can cause tangents commonly found in streaming workflows, including playing a game on their website because a viewer mentioned wanting a specific achievement.
“Streaming workflows introduces unique dynamics, as seen in TW1, where the creator frequently responds to chat questions and comments which can cause tangents commonly found in streaming workflows (Drosos and Guo, 2021) including playing a game on their website because a viewer mentioned wanting an specific achievement.”
From Vibe coding: programming through conversation with artificial intelligence (2025) · cites this paper as Drosos and Guo, 2021
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Cognitive Apprenticeship: Teaching the Crafts of Reading, Writing, and Mathematics
Collins, A., Brown, J. S., & Newman, S. E. (2018) · Knowing, Learning, and Instruction · doi:10.4324/9781315044408-14 · Cited by 3,674
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Vibe coding: programming through conversation with artificial intelligence
Sarkar, A., & Drosos, I. (2025) · arXiv · doi:10.48550/arxiv.2506.23253 · Cited by 11
“…unique dynamics, as seen in TW1, where the creator frequently responds to chat questions and comments which can cause tangents commonly found in streaming work-flows (Drosos and Guo, 2021) including playing a game on their website because a viewer mentioned wanting an specific achievement.”
Self-citation
Metadata
- Authors
- Drosos, I., & Guo, P. J.
- Affiliations
- University of California San Diego (US)
- Venue
- 2021 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)
- Publisher
- IEEE
- Published
- 2021-10-10
- Pages
- 1-6
- ISSN
- 1943-6092 (ISSN-L)
- OpenAlex
- W3208407167
- Cited by
- 5
- References
- 2
- Citations by year
- 2026: 1 · 2025: 1 · 2024: 1 · 2022: 2
- FWCI
- 0.87
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) (publishedVersion)
- Funders
- National Science Foundation (NSF IIS-1845900)
- Topics
- Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
- Social Sciences › Education › Innovative Education and Learning Practices
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Visual and Cognitive Learning Processes
- Keywords
- live streaming, streamers, cognitive apprenticeship, tacit knowledge, expert knowledge, programming education, digital art, gaming, web development, data science, think-aloud, online learning
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