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Pedagogical  Potential Of  Social Media
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Pedagogical Potential Of Social Media

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  • 1. Learning with Social Media:Pedagogical Potential of Social Media Dr. Rajiv Tandon December 10, 2010
  • 2. Social Media: DefinitionSocial interaction and networking through blending of technology & media Turns a Communication into interactive dialogues Creation and exchange of user generated content  co-creation of value Web based  online Uses publishing techniques  highly accessible, and  scalable Media  words  pictures, and  videos 2 2
  • 3. Comprehensive List Almost …
  • 4. Potential Applications: In Education and Training• Employability for the New world• Recruitment• Research• Sharing Information, interaction, collaboration, discussions (Reduce reliance on aging/dated/expensive Textbooks)– Blogs– Wiki– Publication– Linking/Sharing Resources• Learning through peer interaction, relationship building (Networking, Community, Social Aggregation)– Live Communications• Improved Methods of Learning (Simulation)– Virtual Worlds– Games for Learning– Multiplayer Online Training
  • 5. Preparation for the New World:Will you survive the next decade without knowing these?
  • 6. Recruitment: Common Use at UniversitiesFaceBook – Over 500 Universities already have FaceBook presence – Viral Marketing – Direct and targeted messages – Get insights into student thinkingYouTube – Posting interesting lectures for attracting recruits
  • 7. Research : Increases Efficiency and ReachDiigo – “Walled Garden” for group privacy – Bookmark, highlight, make notes and share linksDelicious – Create library of links – Connect to each other’s links – Teacher also shares resources
  • 8. Sharing Information: BlogsBlogs – Students blog about college experience for admissions – Faculty blog about Teaching, research – Researchers collect relevant topics, information from experts – Find like minded people in domain of interest
  • 9. Sharing Information: WikiWebsites editable by a “member”• Users share privileges – editing – upload files, and – adding links – protect• For projects, brainstorming and sharing work• Professor can control access (“Walled Garden”)WikispacePBWorks
  • 10. Sharing Information: PublicationCreate and publish own multi-media content for wide disseminationFacebookYouTubeDeliciousStoryBird– Books shared for comments
  • 11. Sharing Information: CollaborationYugma• Virtual Meetings / Classes• Asynchronous / Asynchronous learning• ChatTwiducateEdmodoPrimary Pad – Using a real-time word processing pad – Link for students to click and add to the page – Public pads are free, also paid accounts
  • 12. Sharing Information: Backchannel DiscussionsBackchannel: online, real-time discussion alongside a live event  Real time review as something is happening  Often no moderation  Sometimes embedded in a Blog or WikiToday’s MeetCover it LiveTwitter – Use mobile device using a hashtag for discussion
  • 13. Sharing Information: NetworkingFaceBookYouTubeTwitterFlickrBlogs
  • 14. Introduction for Social Media by Grade Level * *Mary Beth HertzGrades K-3 Grades 4-6 Grades 7 & 8 Grades 9-12 Higher EdWiki Wiki Wiki Wiki WikiStoryBird StoryBirdPrimary Pad Primary Pad Primary Pad Primary PadTwiducate (3) Twiducate TwiducateEdmodo (3) Edmodo Edmodo Edmodo Drop.io Drop.io Drop.io Drop.io Diigo Diigo Diigo Diigo Cover it live Cover it live Cover it live Cover it live Gaggle Gaggle Gaggle Yugma Delicious Delicious Delicious Ning Ning Ning Twitter Twitter Twitter Todays Meet Todays Meet Facebook
  • 15. Good Place to Start for Education* *Social Media Classroom (SMC): Howard Rheingold http://socialmediaclassroom.com• Free• To introduce social media into the classroom • Forums • Blogs • Wikis • Chat • Social bookmarking • RSS • Microbloggin • Widgets • Video conferencing, and • more• How to for each of the above
  • 16. Fee Based Tools in Learning: Level of Interactivity Level 4: • Real-Time Participation Simulation • In Operational Setting Level 3: • Complex Participation Serious Multiplayer • Complex Choices Games Level 2: • Limited Participation Gaming • Drill & Practice Level 1 : • Passive Fact Learning Courses • Page-Turner
  • 17. Gaming Continuum: Scenario, Gaming to Simulation Simulations Serious • Authentic Multiplayer • Realistic challenge Gaming Games • More intellectual than physical; • Engagement • Social realism • Rules • Not entertainment • Time critical • Challenges • Significant • Outcome, product • Goals, Objectives /realistic challenges oriented;Scenarios • Conflict • Authentic • Creating outcomes for • Competition • Suspension of future• Lower engagement • Storytelling disbelief• Less expensive • Outcomes & • Process oriented• Easier, faster to feedback • Skills based build
  • 18. e- Learning: Courses to AppsApps Courses 18
  • 19. Scenarios:How would you respond to this situation? 19
  • 20. Gaming Characteristics: Complimentary to Learning Key characteristics of Adult Learning* Engagement • Interaction • Story building Adults learn experientially Goals Adults want relevancy • Objectives • Motivation Adults learn best when Rules learning is of immediate value • Fairness • Balance Adults tend to be self-directed Challenge • Competition Adults approach learning as • Conflict problem solving Key characteristics of games*Knowles, M. S. (1970). The modern practice of adult education: From pedagogy toAndragogy. Englewood Cliffs: Prentice Hall.
  • 21. Gaming for Learning: Results are Proof
  • 22. GameWare:Avatars and Simulation 22
  • 23. GameWare:Case: Learning to Respond to Emergencies
  • 24. Simulation:Persistent Learning Environment • Global players • Deliberate learning environment for participants • Experiential training in any location. • Train more people in less time than traditional exercises
  • 25. Mobile Learning: Delivery on Mobile Devices ScenariosCourseContent Performance Support 25
  • 26. m-Learning: Just in Time, Just enough m- Learninge- Learning 26
  • 27. Performance Support:Case: Providing Real Time Language and Culture Communication 27