The world of Web 2.0 and look what it did to eLearning


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Winds of change are blowing over the world of learning and development, bringing about a shift from the earlier, structured “top down” learning formats to a more informal learning, facilitated by the advent of Web 2.0 or the “social web”. This presentation discusses the emerging role of Web 2.0 in learning methodologies.

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The world of Web 2.0 and look what it did to eLearning

  1. 1. The world of Web 2.0…and look what it did to eLearning! Anil Chhikara Founder & President 24x7 Learning
  2. 2. AgendaWWW – the transition from web 1.0 to 2.0Enterprise 2.0 – the adoptionWeb 2.0 + learning = Learning 2.0Sun Microsystems – a case study
  3. 3. Digital Immigrants
  4. 4. Digital Natives
  5. 5. Digital Immigrants Digital Natives
  6. 6. Popularity Indicator...most popular videoblog on the Web ...most popular videoblog on the Web 300,000 viewers 300,000 viewers
  7. 7. Behind the scenes
  8. 8. Rocketboom vs TelevisonConsumer-brand, video camera; laptop; two lights & a mapAlmost zero overhead costsVery minimal distribution costs (web-delivered)Global distribution (world wide demand)Large potential audience$0 spent on promotion – 100% word of mouthEngage audience in topical discussionsAudience can submit stories (including their own videocontent)
  9. 9. Total videos uploaded : January 28th 2008: 70 million March 17th 2008: 78.3 million Videos uploaded per day: over 150,000
  10. 10. Podcasting
  11. 11. The Second Life PhenomenonResidents Logged-In Between 25th April and 2nd May: 340,623Residents Logged-In Between 18th April and 2nd May: 471,501Residents Logged-In During Last 1 month: 682,479Residents Logged-In During Last 2 months : 1,108,840Total Residents end of March 2008: 13 million+
  12. 12. Universities on Second LifeAarhus Business College University of Toulon, Northern Illinois UniversityAudiocourses Music Ingemedia institut Ohio UniversityProduction School Montana State University Otis College of Art and DesignAustralian Film TV and Radio Murray State University Pellissippi State TechnicalSchool Nanyang Polytechnic Community CollegeBall State University Nelson Marlborough Institute Pennsylvania State UniversityBeach College of Technology San Diego State UniversityBradley University New York University - McGhee Savannah College of Art &Bromley College of Further Division Designand Higher Education University of Oregon Stanford UniversityBuena Vista University University of Paisley Texas State University - SanCentral Piedmont University of Portsmouth MarcosCommunity College Indiana University Towson UniversityColumbia College Chicago University of Southern University of Alaska FairbanksUniversity of Houston - California University of AveiroCollege of Architecture University College - Dublin University of CincinnatiHarvard University University of North Carolina at University of Hawaii Chapel Hill University of Minnesota
  13. 13. Universities on Second LifeUniversity of Southern Queensland University of Tennessee at •University of CincinnatiUniversity of Southern Denmark Chattanooga •University of HawaiiUniversity of Surrey University of the District of Columbia - Criminal Justice •University of MinnesotaUniversity of Texas at Dallas Program •University of OregonVassar College London College of CommunicationUniversity of Milan •University of Paisley College of New JerseyVrije Universiteit Amsterdam •University of Portsmouth South Central CollegeRMIT University Northern Illinois UniversityUniversity of Hertfordshire Ohio UniversitySprott-Shaw Community College Otis College of Art and DesignAbo Akademi University Pellissippi State TechnicalBrown University Community CollegeNova Southeastern University Pennsylvania State UniversityUniversity of Illinois At Urbana- San Diego State UniversityChampaign Savannah College of Art & DesignRotterdam University Stanford UniversityMcMaster University Library Texas State University - San MarcosUniversity of Minnesota - Duluth Towson UniversityWoodbury University University of Alaska Fairbanks University of Aveiro
  14. 14.
  15. 15. Sept, 27, 2007: 1,850 people across 30 countries picketed IBM
  16. 16. Blog Away!Over 70 millionweblogs120,000 new/day1.5 m posts/day1.4 new blogs arecreated /second
  17. 17. The Web 2.0 Landscape
  18. 18. “Web 2.0 is the business revolution in thecomputer industry caused by the move tothe Internet as platform, and an attempt tounderstand the rules for success on that newplatform” Tim O’Reilly Founder, O’Reilly Media
  19. 19. Early WebEarly Web Social Web Learning Web• Personal Web Pages• Online Encyclopedias•• Banner Ads• Online Stores• Bookstore• Content Management• Website Stickiness• Email Communication
  20. 20. Early Web to “Social Web”Early Web Social Web Learning Web• Personal Web Pages Blogs• Online Encyclopedias Wikipedia• itunes• Banner Ads Google Adsense• Online Stores Ebay Auctions• Bookstore Book Reviews• Content Management Wikis• Website Stickiness Democratic syndication• Email Communication MySpace/Facebook
  21. 21. World Wide Web transitionWeb 1.0 > rigidly structured and content available tothe user through technologyWeb 2.0 > an "architecture of participation" withusers at the central coreThe architecture of participation is based on socialsoftwareusers can generate and edit their own content
  22. 22. Elements of Web 2.0
  23. 23. Enterprise 2.0From tech enthusiasts and kids to popular corporate toolsChangeWave Research’s benchmark survey on Web 2.0 with2,081 companies (Jan, 2008):- 24% companies already use Web 2.0 social software.- 8% will begin using it in the next 12 months.- Wikis (20%), Blogs (18%), and Social Networking (15%) are attractingthe most attention.- future users think Blogs (26%) and Social Networks (21%) will be mostbeneficial. ce-010808-Business_Gets_Social.html
  24. 24. Enterprise 2.039% of respondents to ChangeWave Research’s surveyreport their company is very or somewhat willing to use Web2.0 social software for business purposes
  25. 25. eLearning 2.0Corporate Web 2.0 is increasingly incorporating “eLearning2.0” as a strategic L&D methodologyeLearning 2.0 is based on social software tools that combine: - easy content creation - web delivery - integrated collaborationeLearning 2.0 driven and directed by the learnerSharing and learning is an organic action in eLearning 2.0
  26. 26. The eLearning Evolution E-Learning 1.0 E-Learning 2.0Main •Courseware •WikisComponents •LMSs •Social networking and •Authoring tools bookmarking tools •Blogs •Add-ins •Mash-upsOwnership Top-down, Bottom-up, one-way learner-driven, peer learningDevelopment Time Long NoneContent Size 60 minutes 1 minuteAccess Time Prior to work During workVirtual Meetings Class Peers, ExpertsDelivery At one time When you need itContent Access LMS Search, RSS feedDriver ID WorkerContent creator ID User
  27. 27. Application of Social Web to LearningSocial Web Learning WebBlogs Focused topic forumsWikipedia Corporate “pedias”itunes Sharing Learning BitsGoogle Adsense Personalized Learning PlanEbay Auctions Peer-to-peer learning marketBook Reviews Content, Mentor ReviewsWikis Knowledge ManagementDemocratic syndication Learning syndicationMySpace/Facebook Social Learning Network
  28. 28. Traditional Learning Management Model Learning Portal --Formal Learning Portal Formal Job-specific Job-specific LMS – Learning Portal Skills Skills New Hire New Hire Orientation Computer Computer Orientation Sales Process Leadership Applications Sales Process Leadership ApplicationsSafety Safety Product Product Knowledge Knowledge
  29. 29. The New Learning Web
  30. 30. Application of Social Web to LearningEarly Web Social Web Learning Web• Personal Web Pages Blogs Focused topic forums• Online Encyclopedias Wikipedia Corporate “pedias”• itunes Sharing Learning Bits• Banner Ads Google Adsense Personalized Learning Plan• Online Stores Ebay Auctions Peer-to-peer learning market• Bookstore Book Reviews Content, Mentor Reviews• Content Management Wikis Knowledge Management• Website Stickiness Democratic syndication Learning syndication• Email Communication MySpace/Facebook Social Learning Network
  31. 31. Podcasting for LearningSource: eLearning Guild research reports
  32. 32. Blogs in LearningSource: eLearning Guild research reports
  33. 33. Games in LearningSource: eLearning Guild research reports
  34. 34. SLATES : eLearning 2.0 EnablerSearchLinksAuthoringTagsExtensionSignals
  35. 35. SearchSLATES Intranet layouts and navigation aids can help but... Users are increasingly bypassing these in favor of keyword searches: - One or a combination of the words used to find matching web assets. - Popularized during the early days of search engine development. - Modern search engines have methods for determining which words in a search string are important and ought to be treated as keywords. Is it easier to find information on your Intranet or Internet? Search scope? Internal or external?
  36. 36. LinkSLATES Links Links are an excellent guide to what is important and provides structure to online content. The “best” pages are the ones most frequently linked to..Google is worth Billions by tweaking their search algorithm to account for this. Works best with dense link structure that changes over time and reflects the opinion of many people Contrast the Intranet versus Internet Power to the people to build links
  37. 37. AuthoringSLATES All employees have something to contribute and most want to have: - Knowledge - Insight - Experience - A Comment - A Fact - An Edit - A link...etc Blogs and Wikis are ways to provide for authorship and to elicit contributions easily - Blogs - let people author individually, content is cumulative - Wikis - Wikis enable group authorship, content is iterative
  38. 38. TagsSLATES The second thing users want most after search is better “categorization of content” Many sites outsource the categorization to users: - Flickr for Photos - Technorati for blogs - for website bookmarks This categorization system is called “folksonomy” – a categorization system developed over time by folks. Opposite of the upfront expert developed categorization scheme Actual vs Planned Makes information more visible to fellow employees
  39. 39. ExtensionSLATES Take tagging one step further...use machines Automate the work of tagging and pattern matching Automatically recommend Lets go even further... - Lets provide a thumbs up or thumbs down or rating service. - Over time we can learn what you find most interesting and important. - We can then recommend choices to you based on your past behavior.
  40. 40. SignalsSLATES Even with all the tools mentioned users can still feel overwhelmed. So much new content is added it can seem like a full time job to maintain it. Users need to be notified in some way when new content is posted. more push, we need alerts just overload us... RSS : Really Simple Syndication: - Generates a short notice every time new content is added - Aggregators (Outlook, Thunderbird) periodically queries sites of interest - Eliminates the need for constant surfing to check for changes
  41. 41. Personal Learning Environments (PLE) Evolution Helps individuals to access, aggregate, configure and manipulate digital artefacts of their ongoing learning experiences. Aims to bring different articles of learning under a single operating roof Integrates with the digital services to which the individual currently subscribes. These could be: - The VLE, - The workplace LMS - A collection of Web 2.0 services
  42. 42. Personal Learning Environments PLE
  43. 43. PLE- Driving ForcesConceptualised to overcome the constraints ofinstitutionalized VLEs and LMSsProgressive learning practices are increasingly moving tostudent centered processes creating space for PLEsCan solve the daily problem of login identification by storingand safeguarding the data for automatic application
  44. 44. The FutureThe success of PLEs (those which are independent ofcommercial VLEs) will depend on: - the ease of implementation and use - interoperability - learner and institutional administrator confidence
  45. 45. Sun Microsystems - A Case StudySun provides network computing infrastructure solutionsA Fortune 200 companyRegistered over 11,000 patents and dedicate over $2 billiondollars per year to R&DOver 34,000 employeesOperate in over 100 countriesMore than half of Sun’s sales and service revenue comesfrom outside the U.S.
  46. 46. eLearning for NetGeners
  47. 47. Sun MicrosystemsWeb 2.0 in Sun L&D strategy Learning 1.0 Learning 2.0 Structured Learning Collaborative Learning ILT, WBT, Virtual Blogs, Wikis, Informal Learning Top-down, Push Self-service, Pull Centralized content User generated content Taxonomies Tags Company identified experts Community identified experts Scheduled and planned Real time, on demand Localised search Google-like searching
  48. 48. CLE Behavioral Structure
  49. 49. Attention
  50. 50. Attention
  51. 51. Motivation
  52. 52. Motivation
  53. 53. Participation
  54. 54. RetentionListen> Include employees in theonline conversationEngage> Use social utilities tofoster comparison anddiscussion> Include Yahoo Answers-style knowledge sharingTrust> Make sure the socialutilities narrow to thelearning objectivesOptimize> Focus results onemployee interest andenthusiasm> Incorporate the CLE intothe employees’ work
  55. 55. Analytics
  56. 56. Project KEngineering codename for the CLE implementationK stands for Russian word “Kukolka” which can betranslated as “Chrysalis”One stop for learner at SunFormal and informal learning combined together
  57. 57. Formal + Informal learning
  58. 58. Project K Learning Environment
  59. 59. Project K Search
  60. 60. Learning on the MoveCharacteristics of the “Mobile Platform”• Full life cycle for User Generated Content (UGC)• Mobilize Learning – Just in Time• Three Types of User Access > Mobile (iPhone/iPod) Streaming MP4 > Desktop Mode Streaming Flash > RSS Subscription via iTunes (offline mode)
  61. 61. Content for Mobile PlatformLeverage existing components and systems wherepossible... more of an assembly than a build from scratch > Content Syndication > Content AggregationUGC > As easy to upload content as YouTube > Auto encoding to MP4(H.264 / Flash) > Auto publishing to all delivery channelsRecording Stations at key facilities for novices or equipmentchallenged
  62. 62. Virtual WorldsSun believes Virtual worlds hold great potential > Education, collaboration, eco-responsibility, global reach These environments are > Non- threatening > Great ways to enhance and encourage knowledge sharing > Very dynamic and engaging > Sun customers, partners and those interested in Sun are there looking for Sun > People are here – its a high-touch environment > Conversations are more open and honest > Community develops at a more rapid rate.
  63. 63. Sun Usage of Virtual Worlds Create awareness of our products and solutions > Via creating replicas > Inworld chat sessions / product launches > Community events• Creation of communities > Developer network > General newsgroup > Access to other groups eg SLJUG / UNIX etc > Building environment
  64. 64. Sun Usage of Virtual WorldsEncouraging experimenting of 3D environmentsTeam meetings (instead of conference calls)All hands meetings (CEC)Digital Libraries & Research events (ex. Technical knowledgeand information available at Sun)Leverage ongoing marketing activitiesProvide limited inworld supportSun Museum
  65. 65. The Future
  66. 66. eLearning 3.03D web: the web becomes a virtual environment we canwalk through: real time classes on the web.Pervasive web: the internet will be everywhere around us,not just on hand-held devices but on wearable ones too:extending the concept of anywhere anytime learning
  67. 67. Change is inevitable and trends in eLearning are no exception. Mobile devices, multi-channel learning, and "mashups" of many technologies make the future of eLearning, in a word, EXCITING!
  68. 68. Thank You!