Magazinefatory web 2.0 and open educational resources

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    Magazinefatory web 2.0 and open educational resources - Presentation Transcript

    1. Christian i Stockholm 5.2.2007
      • Trender
      • Magazinefactory [mobile extension]
      • Användargenererad wiki?
      • Lektionsmixer (presentationsverktyg)
      • Skalfördelar genom samarbete inom Norden.
    2. Impact?
      • When it comes to ICT:
        • We tend to over-estimate short-term impact and
        • and under-estimate the long-term impact! (Clarke)
    3. Panta Rei – allting flyter!
      • Vem är vår kund om 20 år?
    4. 4-way-typology (OECD, Lundvall&Johnsson)
      • Know-What?
      • Know-Why?
      • Know-How?
      • Know-Who?
    5. Målgrupp
      • Vem snackar vi om egentligen?
      • X-generation => New Millennium Learners (Howe and Strauss 2000)
      • Net Generation (Oblinger & Oblinger, 2005; Tapscott, 1999)
      • IM Generation (Lenhart, Rainie, & Lewis, 2001)
      • Gamer Generation (Carstens & Beck, 2005)
      • Nintendo generation!!
      • Homo Zappiens (Veen, 2004)
      • => Digital Natives,Immigrants and Foreigners!
      • ICT
      • Nearly 100 % of 15-year-old pupils in in European countries have used a computer.
      • 50% use it on a daily basis, seldom in school.
      • 80 % have a computer at home
      • 60 % with Internet connection
      • High mobile diffusion is a fact!
      • (OECD)
      • … Criticism …NML nothing but a manifestation of another vogue adopted by the youngest generation!
      • … Testimony from schools …they are likely to be a growing concern for educational institutions and policy makers in the years to come for three main reasons:
        • the implications of NML intensive use of ICT over their intellectual and cognitive skills, Grasshopper minds (Papert)
        • the changes in cultural practices and lifestyles (mobile culture, Castells)
        • contradictions emerging from contrasting practices in and outside schools…
        • (Reality parameters of pupils vs configurations in the school milieu – poor reflection)
    6. Första e-lastiska Barbapafigurerna i 3-års åldern!
    7. Smart ..!?
    8. Is education challenged because of the emergence of NML ?
      • Today’s pupils are no longer the people traditional
      • educational systems were designed to teach.
      • Medielandskapet förändras.
      • Mobile wireless diffusion.
    9. C YLE
    10. Vad har man fokuserat på?
      • Man har:
      • Förbättrat tillgången och infrastrukturen (ICT).
      • Satsat på fortbildning…
      • Förespråkat digital media som lärresurs.
      • Skapat incentiv för att ICT-baserade innovationer och experiment.
      • (Eurydice, 2004; Plomp, Anderson, Law, & Quale, 2003)
    11. Vad används?
    12. Utbud och användning? (OECD, PISA db 2003) Media/ICT gap
    13. Men, men, men…
      • It looks as if the promises of innovations which would radically improve both the quality and the results of school education, thanks to the availability of ICT coupled with well-trained teachers, still remain to be realised. (Cuban, 2001; Kozma, 2003; Oppenheimer, 2004).
      • Under present circumstances it would be hard to say that education systems are really preparing for the knowledge society. (OECD, Pedro, 2006)
      • Extended Learning Environment.
      • Collaborative Knowledge-Building.
      • Efficient communication tool.
      • Building Networks.
      • Supports Media literacy.
      • Easy access.
      • Learning by doing
      • Enhancing face-to-face meetings
      • Motivating, varying activities, creativity
      Possible Impact of e-learning?
      • Out-of-school learning
      • LLL.
      • New class room habits?.
      • Capacity to cope with change.
      • Independency.
      • Responsible for learning.
      • Social activities.
      • More IT skills, when needed.
      • E-inclusion, bridging the digital divide
    14. Förändras?
      • Medielandskapet
      • Internet förenar gammalt och nytt!
      • Sociala situationer.
      • Producenten och konsumenten framledes en och samma!
      • Paradigmskifte i sikte…
      • Vad och hur skal vi lära oss?
    15. Every young person will need to use ICT in many different ways in their adult lives, in order to participate fully in a modern society. It is also now possible to estimate the overall value to economies of ICT. Investment in this technology can give competitive advantage in global markets. (OECD, 2003) DRIVERS FOR THE INTEGRATION OF TECHNOLOGY INTO SCHOOLS
    16.  
    17. Trender Tillämpning av Horizon report 2006
    18. Open Mind Closed Brain Context-Aware Environments Augmented Reality Educational Gaming The Phones in Their Pockets Personal Broadcasting Social Software static dynamic Time-to-Adoption: 2 -3 years 4-5 years 1 year Internet is the Brain – web is the mind!
    19. Social Computing
            • The application of computer technology to facilitate interaction and collaboration.
            • Replacing face-to-face meetings with virtual collaboration tools, working on a daily basis with colleagues a thousand miles away, or attending a conference held entirely online is no longer unusual.
            • Shared taxonomies - folksonomies - that emerge organically from like-minded groups.
              • Social book-marking
      Time-to-Adoption: 2 -3 years 4-5 years 1 year
    20. CONTENT CREATION PROCESS - TWO FACES IN BACKBONE SYSTEM USER WIKI YLE CMS
    21. Systemets två ansikten..
      • Öppen och decentraliserad innehållsproduktion.
      • Graden av decentraliserad innehållsproduktion är en viktig aspekt i system designen (wiki)!
      • Bör ses både som en process där flödet går i båda riktningarna – graden kan och får variera!
      Webbredaktionen skapar : Användarna skapar: Systemet Skol-webb
    22. Content produktionen
      • Webbredaktionen
      • Infostruktur
      • Systemets ryggrad
      • Systemets komponenter
      • Systemets innehåll
      • Metataggar
      • Publiceringsverktyg
      • Digitala arkiv
      • Användarna skapar:
      • Modifierar taxonomier =>
      • folksonomy
      • Sociala bokmärken
      • Innehåll
      • Metataggar
      Systemet Skol-webb
    23. wikipotential Webbtidningar Magazinefactory Portfolio Kollaborativ knowledge base Undersökande arbetssätt Tvärsektorellt och integrerat arbetssätt Webbplats - koordinering för evenemang Syndikering av webbresurser Fortlöpande projekthantering
    24. wikipotential
    25. Magazine Factory Film Factory Sound Factory Folksonomy Social software Active desktop Fortbildning Lärresurser Arkivet
    26. Personal Broadcasting
              • Personal broadcasting of audio and video material is a natural outgrowth of a popular trend made possible by increasingly more capable portable tools.
              • From podcasting (ipod+broadcasting)
              • to video blogging (vlogging)
      Time-to-Adoption: 2 -3 years 4-5 years 1 year
    27. Flickr (picture management, sharing) Del.icio.us (social bookmarking, folksonomy)
    28. Myspace (on line community tool) Youtube (70 milj videos/day)
    29. The Phones in Their Pockets
              • Delivery of educational content and services to cell phones is just around the corner.
              • Network speeds, Flash Lite, and video.
      Time-to-Adoption: 2 -3 years 4-5 years 1 year
    30. Samarbete – nytt projekt
      • Samarbete
        • Konceptet?
          • Mobile-extension.
          • Funktionalitet: Innehållsproduktion, informationssökning och användade av information.
          • Community och sharing
        • Sektor/Målgrupp
          • E-learning
          • E-inclusion
    31. Mobile Magazine Factory
      • Requirements spesification of mobile pilot
      • Definition of use cases
      • Domain model description
      • GUI design
      • GUI prototype (Flash)
      • Definition of changes in Mobile Factory
    32. Producing content with MF-ME
    33.  
    34. Mobile Extension, Basic Architecture Mobile Extension Content sharing Magazine Factory API
    35. M-learning
      • M-learning is the term given to the delivery of training by means of mobile devices such as: Mobile Phones , PDAs and digital audio players , as well as digital cameras and voice recorders, pen scanners etc.
      • M-learners are seeking lessons in small, manageable formats that they can undertake when it suits them.
      • Wireless istället för mobile...
    36. MF-Mobile Extension
      • Supports PC- based article production , which is either linked or optionally independent from Magazine Factory.
      • Supports mobile-phone based content creation in text- picture- and video-formats .
      • Supports mobile-phone based community peer reviews of individually produced contents .
      • Supports individual content edition within MF-ME application.
      • Supports and links content edition from within
      • MF-ME application to Magazine Factory.
    37. Educational Gaming
              • A recent surge in interest in educational gaming has led to increased research into gaming and engagement theory, the effect of using games in practice, and the structure of cooperation in gameplay.
              • The serious implications of gaming are still unfolding, but we are not far away from seeing what games can really teach us.
              • Simulering av verklighet,
      Time-to-Adoption: 2 -3 years 4-5 years 1 year
    38. Augmented Reality and Enhanced Visualization
              • 3D representations of abstract data.
              • Exempelvis molekyler, virtuella världar, rekonstruktioner, earth google...
      Time-to-Adoption: 2 -3 years 4-5 years 1 year
    39. Context-Aware Environments and Devices
              • Devices and rooms that respond to voice, motion, or whatever signals.
              • Technology rich and smart milieu
              • Environment transparently responsive to its human occupants.
      Time-to-Adoption: 2 -3 years 4-5 years 1 year
    40. Vad härnäst?
      • Vi utgår från läroplanen och behoven, INTE från TV-programmen.
      • Vi gör en en helt ny webbtjänst med gemensamma krafter, INTE en uppdatering av VETA.yle.fi eller av edu.fi!
      • Synergi och samarbete, nya koncept och produkter!
      • Vi skapar ett helt nytt pedagogiskt ”verktyg” , INTE ett ett komplement till traditionella läromedel! (förändringarna i medielandskapet ger potential)
      Finlandssvensk skolwebb!
    41. Create Study The student wants to know! The teacher knows and shares! Distribute Teach Magazine Factory Film Factory Sound Factory NationalSchoolweb Folksonomy Social software Active desktop Learning resources Archive - video
    42. Vår bild av besökarna och web 2.0?
      • Användaren ska själv kunna vara med och bidra till sajtens innehåll
      • Användaren ska kunna ha kontroll över sin information
      • Designen ska likna skrivbordsprogrammen [dina lokala program, t.ex. Word] (wikipedia)
    43.  
    44. Arkivet Verktyg Lärarens arbetsbord Magazinefactory Wikiverktyg Verkyg x Grejer o prylar Repositorium Digitalt arkiv
    45. Lärarens arbetsbord
      • Klicka SKAPA PRESENTATION
      • Klicka VÄLJ SIDMALL (TEMPLATE)
      • Klicka IMPORTERA FIL (AUDIO;VIDEO;FLASH etc)
    46. Lärarens arbetsbord
    47.  
      • MagazineFactory (fungerar redan nu)
      • Webbtidningar, med file uploading (audiobox och videobox).
      • Nya planer FilmFactory och SoundFactory
      • Moduler (en samling komponenter) som utvecklas på basis av audiobox och videobox, publicering av video- och ljudfiler. Kan inkorporeras i MagazineFactory, men fungerar även som självständiga komponenter.
      • I framtiden även poddsändningar eller poddradio publicera och prenumerera på ljudfiler eller film via internet.
      • YLEs Teachers TV
      • X-Blog är en blogmodul (en samling komponenter) som möjliggör periodiskt publicerande av inlägg; texten publiceras i samma ögonblick den sparas. Fungerar även som en självständig modul.
      • Repositorier för skapande och distribution
      • Användargenererad taxonomi =Folksonomy
        • Ämnesvis lärarwiki. En wiki är en webbplats där sidorna snabbt kan redigeras av besökarna själva.Idealet är öppenhet funktionen är självkorrigerande.
      • Användarna hjälps åt att skriva och förbättra sidornas innehåll.
      • Lärare som moderatorer. Integreras med fortbildning.
      • Nyckeln till wikikonceptet är versionshantering .
    48.  
    49.  
    50. Folksonomy – användargenererad kategorisering av webbresurser webbresurser Lärare taggar webbresurser Lärargenererade meta-taggar, etiketter (labels) folksonomy en fyke hi Kategorisering av webbresurser Informationsstruktur + folksonomy Semantiska länklistor
      • ” MagazineFactory provides the pupils an excellent platform and an inspiring co-author community in the world of web publishing. For its part, MagazineFactory diminishes the digital chasm outstandingly, by changing the young people from consumers in the information society into its authors.”
      • The statement of the World Summit Award, Finland.
    51. What?
      • Tool for creating web magazines.
      • Publishing tool for a single project or continuous activities.
      • Multi-lingual.
      • Classical editorial staff concept :
        • Editor-in-Chief
        • Editor
        • Journalist
    52. Homepage
        • Publishing Tool of International Electronic Magazines
        • MagazineFactory [based on Tidningsfabriken ™ ] is a is a popular and versatile concept for developing web magazines for various purposes and contexts.
        • MagazineFactory is a free, easy and enjoyable publishing tool which provides the teachers and the pupils an opportunity to work and collaborate as editorial staff in the class and to publish a web magazine of their own.
        • The teacher is the editor-in-chief, while the pupils are journalists.
        • The web magazine may be a single project (project-based), or a magazine which is edited continuously throughout the school year (curriculum).
        • The tool support data gathering, communication and creation of content.
        • A public display effect is likely to motivate students.
        • It supports 13 languages.
      • The most recent version goes by the name of MagazineFactory
      • The new version has collaborative features suitable for international cooperation.
      • Facilitates genuine international collaboration with a foreign school.
      • Available in 13 languages. More to come.
      • Cooperation with European School Net and the Nordic School Net
      Multilingual tool
      • With the Nordic School net.
      • Within the European School net.
      • And a number of other Networks.
      International collaboration
    53. Recognition
      • 2003 MagazineFactory (Tidningsfabriken) was awarded for the best media-educational idea of the year in the national Media & Message competition (SATU ry, Association of Independent Producers in Finland).
      • 2004 MagazineFactory (Tidningsfabriken) was awarded the best Finnish product in the e-Inclusion category in the World Summit Award contest.
      • 2005 MagazineFactory (Tidningsfabriken) represents Finland in the World Summit Awards Contest in the UN summit in Tunisia in November. The aim of the competition is to choose the best information society applications of the world.
    54.  
    55.  
      • Producer of MagazineFactory Christian Komonen
      • Finnish National Board of Education
      • E-mail: christian.komonen@oph.fi
      • +358 9 7747 7454, +358 400 899 224
      • www.edu.fi/magazinefactory

    + ckomonenckomonen, 3 years ago

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