Immersion Program Presentation Web2


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  • Information / News gathering, “the fifth estate”EPIC 2015,
  • Information / News gathering, “the fifth estate”EPIC 2015,
  • Information / News gathering, “the fifth estate”EPIC 2015,
  • Immersion Program Presentation Web2

    1. 1. Applications andImplications of the Social Web (2.0) <br />Gartner - Hype Cycle for Emerging Technologies 2009<br />Rick Reo,<br />Instructional Designer, GMU<br />Adjunct Instructor, AIT & CEHD<br />Portions adapted from materials by:<br /><ul><li> Glenda Morgan, Ph.D, GMU
    2. 2. Duke University Libraries
    3. 3. New Media Consortium</li></ul>Source: Gartner<br />
    4. 4. What We’re Going To Talk About<br /><ul><li>What is Web 2.0?
    5. 5. Why should you care?</li></ul>How does Web 2.0 change how we do things?<br /><ul><li>Best educational practices
    6. 6. Web 2.0 tools & technologies </li></li></ul><li>Backchannel Resources<br />Twitter hashtag: #idd-ip<br />Wifitti:<br />--------------------------------<br />Rick’s Delicious tags:<br />Rick’s ShareTabs:<br />Rick’s Slideshare:<br />
    7. 7. What does Web 2.0 mean<br />to<br />2006<br />
    8. 8. What does Web 2.0 mean to you?<br />
    9. 9. Community & Collaboration on a scale never seen before… <br />What else did Time magazine mean?<br />
    10. 10. We know it when we see it?<br /><br />
    11. 11. How does Web 2.0 differ fromwhat came before?<br />
    12. 12. Web 2.0<br />Social Software<br />CMC<br />Web 2.0 includes a broad range of web technologies, services, and tools, and refers to a renewed pattern of web technology adoption and innovation.<br />Dabbagh, N., & Reo, R. (in press). Back to the future: Tracing the roots and learning affordances of social software. In M.J.W. Lee and C. McLoughlin (Eds.), Web 2.0-based e-Learning:  Applying social informatics for tertiary teaching. Hershey, PA: IGI Global (formerly Idea Group, Inc.).<br />Social software is a subset of Web 2.0 and a continuation of older computer-mediated communication (CMC) tools such as IM, newsgroups, groupware, and virtual communities (Alexander, 2006; Rheingold, 2003, ¶4). <br />
    13. 13. Internet (beta)  Web 1.0  Web 2.0<br />Web 1.0<br />Web 2.0<br />1993-2003<br />Broadcast medium<br />Consumption<br />Content<br />Client-based<br />Product<br />Individual<br />2004 – ?<br />Collaboration medium<br />User-generated content<br />Interaction<br />Web-based services<br />Data richness<br />Social networking<br />
    14. 14. Educational Social Softwareaka Web 2.0 Tools<br />ESS enable:<br /><ul><li>lower the barriers to participation and self-authoring:</li></ul>web-based & easy-to-use<br />community-based & sense of ownership<br /><ul><li>increased capacity for working together(communication, collaboration)
    15. 15. collectively change the rules of social interaction
    16. 16. personalization-- goals, interface, </li></ul>“networked tools that support and encourage individuals to learn together while retaining individual control over their time, space, presence, activity, indentity, and relationship.<br />~ Terry Anderson, Ch.9, p.227Theory and Practice of Online Learning<br />
    17. 17.
    18. 18.
    19. 19. Web 2.0: What Is It Really? 6 elements that define the change in how we all think about and use the Web:<br />Six Big Ideas Behind Web 2.0<br />Web 2.0 is about data abstraction -- free information from containers. <br />Web 2.0 takes broadband and Moore&apos;s Law for granted -- start with the assumption bandwidth is basically free and readily accessible.<br />Web 2.0 is about connections -- Connections between people, between sites, between the Web and mobile worlds, between buyers and sellers. <br />The Web 2.0 revolution puts people first -- The needs of the user (not the programmer, marketing director, or information architect) come first. <br />Web 2.0 is about allowing people to manipulate data, not just retrieve data. <br />Web 2.0 is about doing stuff on the Web that can&apos;t be done in any other medium. <br />User-Generated Content – media content, publicly available, produced by end-users<br />Architecture of Participation – the way a service is designed facilitates participation and promotes UGC. <br />Wisdom of the Crowds (Crowdsourcing) –leveraging the mass collaboration enabled by Web 2.0 technologies to achieve small goals/task or solve problems.<br />Network Effects & the Long Tail – large user base; value increases for everyone as new users join/participate<br />Data on Epic Scale –information collected indirectly from users and aggregated as a side effect of ordinary use of Google, etc. <br />Open-ness -- Web has a strong tradition of working in an open fashion<br />Anderson, Paul (2007). What is Web 2.0? Ideas, technologies and implications for education. Tech Watch Report, JISC,<br />By Sean Carton, The ClickZ Network<br />
    20. 20. Why should You care?<br />
    21. 21. Web 2.0 Transforms Practice<br /><ul><li>Teaching 2.0
    22. 22. Learning 2.0
    23. 23. Library 2.0
    24. 24. Enterprise 2.0
    25. 25. Journalism 2.0</li></li></ul><li>What do these changes mean?<br />Changes in the way we:<br />Communicate & collaborate<br />provide content, services, or resources<br />
    26. 26. Why should You care?<br />In the end, you don’t really have a choice -- Embrace 2.0 technologies:<br />most people are probably already Social Computing aficionados<br />that is what our clients are expecting<br />cost effective given our limited resources and increasing demands.<br />Web 2.0 tools offer several benefits to instructors, including:<br />ease of use<br />interactions/integrations with other commonly-used tools<br />filling needs not currently met with other tools<br />inspiring creativity and exploration in teaching<br />authentic learning experiences<br />
    27. 27. How to Get Startedon Web 2.0?<br />
    28. 28. Source: Marta Kagan<br />
    29. 29. ISD 2.0?<br />Don’t start with the technology<br />Think about your course goals – what are you trying to do?<br />What are your needs, especially in terms of collaboration, content, and communication<br />Then you can move to thinking about technology<br />
    30. 30. ISD 2.0?<br />What do you think ISD 2.0 is?<br />
    31. 31. ISD 2.0<br />The students are highly involved in the instructional design of their class<br />CCK09- In a traditional course, instructional design is utilized to provide structure and coherence to a course. In a distributed course, such as you’ll encounter in CCK09, conversations and content are not centralized. To bring these voices together, we rely on aggregation methods and software.When you post on your blog, Twitter, Delicious, or anywhere else if you tag your contribution with CCK09, others in the course will discover it through Google Alerts (or similar aggregation method). Source: George & Stephen<br />
    32. 32. Source: Sloan-C<br />
    33. 33. Social Software Use Continuum<br />Dabbagh & Reo, 2010<br />
    34. 34. How to get Started (cont.)<br />Start with a foundation -- my tostada metaphor<br />You can add all sorts of fun tools but strong base<br />Often a blog or a wiki<br />But start by looking at what others have done<br />
    35. 35. Social Software-based Learning Environment -- Course Examples <br />My Examples<br />Course Blog -<br />Course Wiki-<br />Course Startpage -<br />Other Examples<br />OpenEd Class <br />Connectivism and Connective Knowledge massive online open course (MOOC)<br />Econ Class Blog --<br />
    36. 36. Personal Learning Network<br />
    37. 37. Social Software-based Learning Environment – PLEs / PLNs<br />My Examples<br />Misc examples:<br />Edit772<br />2nd Life, Kim<br />Portfolio<br />Blog<br />Course Startpage -<br />Zotero<br />Flock <br />
    38. 38. Communities<br />College 2.0<br />Classroom 2.0<br />NMC<br />Educause<br />Bcampus<br />Mason<br />
    39. 39. Downsides<br />Source: Wired magazine<br />
    40. 40.
    41. 41. Copyright, Privacy, and Security<br />
    42. 42. Copyleft<br />Source: Reo<br />
    43. 43. Questions??<br />TurracherSchwarzsee (Austria)<br />Source: Wikimedia Commons<br />
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