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Learning 3.0 and the Smart eXtended Web
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Learning 3.0 and the Smart eXtended Web


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This slide show accompanied a keynote presentation given for the ICL conference in Villach, Austria on 28 September, 2012.

This slide show accompanied a keynote presentation given for the ICL conference in Villach, Austria on 28 September, 2012.

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  • [There are no digital natives. We are all in this together #ICL2012]
  • Transcript

    • 1. Learning 3.0and the Smart eXtended Web Steve Wheeler @timbuckteeth Plymouth University, UK
    • 2. Learning 3.0Distributed (Cloud) computingExtended smart mobile technologyCollaborative intelligent filtering3D visualisation and interaction
    • 3. New York, c 1903
    • 4. “Any sufficiently advanced technology isindistinguishable from magic”.- Arthur C. Clarke Image:
    • 5. Can we predict the Future...? “One day every town in America will have a telephone!” - U.S. Mayor, (c 1880)
    • 6. Work 2000 Villemard
    • 7. Leisure 2000 Villemard
    • 8. Conflict 2000 Villemard
    • 9. Policing 2000 Villemard
    • 10. Communication 2000 Villemard
    • 11. Learning 2000Disruptive Technology Villemard
    • 12. After the war . . .We’ll just a press a button for food or for drink,For washing the dishes or cleaning the sink.We’ll ride in a rocket instead of a car.And life will be streamlined . . .After the war. After the war . . . We’ll just a press a button for food or for drink, For washing the dishes or cleaning the sink. We’ll ride in a rocket instead of a car. And life will be streamlined . . . After the war.
    • 13. “The future is already here — its just notvery evenly distributed” – William Gibson
    • 14. The Future...?• 1989: ‘The future is multi-media’• 1999: ‘The future is the Web’• 2009: ‘The future is smart mobile’
    • 15. The first mobile phone
    • 16. The ‘brick’
    • 17. Martin Cooper, directorof research anddevelopment atMotorola, creditedthe “Star Trek”communicator as hisinspiration for the designof the first mobile phonein the early 1970s.
    • 18. Multimedia brought the world into the classroom... Smart technologies will take the classroom into the
    • 19. Ubiquitous connectivity cc Steve Wheeler, University of Plymouth, 2010
    • 20.
    • 21. We are family
    • 22. Wii are family!
    • 23. The NMC Horizon Project charts the landscape of emerging technologies forteaching, learning, research, creative inquiry, and information management
    • 24. Great expectations…• Mobile and ambient learning 1 Year• E-Books or Less• Games based learning 2 to• Augmented (and mixed) reality 3 Years• Learner analytics 4 to• Gestural computing 5 Years• Tangible computing ? Years
    • 25. Tangible computing
    • 26. Web 1.0: Anything can link to anythingSource: Sabin-Corneliu Buraga
    • 27. Web 2.0: User participationSource: Sabin-Corneliu Buraga
    • 28. Web 3.0: Existing data re-connected for other (smarter) usesSource: Sabin-Corneliu Buraga
    • 29. Adapted from : Nova Spivak Web 3.0 Web x.0Degree of Information Connectivity Semantic Web Meta Web Web 1.0 Web 2.0 The Web Social Web Degree of Social Connectivity
    • 30. The (Smart) eXtended Web Web 3.0 Web x.0Degree of Information Connectivity Semantic Web Meta Web Connects knowledge Connects intelligence Web 1.0 Web 2.0 The Web Social Web Connects information Connects people Degree of Social Connectivity
    • 31. We are already seeing early evidence of the Smart eXtended Web Intelligent Filtering Recommender Systems
    • 32. Touch or No Touch?
    • 33. Personal Devices Enhanced Vision Increased connection
    • 34. MIT’s Sixth Augmented Sense Reality Wearable AR
    • 35. Web meets World Camera Mobile phone Haptic GPS Mash-up Projector QR codes Personalised 3-D Geotagging CommunicationGestural Geomapping NavigationComputing Video Bar codes Browser Ambient
    • 36.
    • 37.
    • 38. Use of intelligent data, learner-produced data, and analysis models to discover information and social connections for predicting and advising peoples learning. Learner Analytics
    • 39. Mobile Learning
    • 40. Games Based GamificationLearning
    • 41. “When we play games we rapidly solve abstract problems in real time ...while being continually assessed ... and often working collaboratively…” - Graham Brown-Martin Learning without Frontiers (Jan 2012)
    • 42. BYOD
    • 43.
    • 44. Power users 14% Ordinary users 27% Irregular users 14% Basic users 45% n = 2096, mean age range 17-23 yearsSource: Kennedy et al (2010) Beyond Digital Natives and Immigrants: Exploringtypes of net generation students, Journal of Computer Assisted Learning, 26 (5).
    • 45. Residents or Visitors?
    • 46. ‘New’ learners are...• more self-directed• better equipped to capture information• more reliant on feedback from peers• more inclined to collaborate• more oriented toward being their own “nodes of production”.Education Trends | Featured NewsJohn K. Waters—13 December 2011
    • 47. “60% of all Internet pages contain misleading information.” - Thomas EdisonLearners need ‘digital literacies’
    • 48. “Lee Harvey and the Wailers”(Lee Harvey did not jam alone)
    • 49. Managing online identity languagename personal data interactionidentity reputation images privacy privacy legacy netiquette avatar reputation interaction Learners need ‘digital wisdom’ images name
    • 50. Not only skills... ...Literacies
    • 51. Learners will need new ‘literacies’• Social networking• Privacy maintenance• Identity management• Creating content• Organising content• Reusing and repurposing• Filtering and selecting• Self presenting
    • 52. “Knowledge thatis acquired undercompulsionobtains no holdon the mind.” Plato- Socrates
    • 53. “’I store my knowledge in my friends’ is an axiomfor collecting knowledge through collecting people”. - Karen Stephenson
    • 54.
    • 55. The only way ofdiscovering the limits of the possible is toventure a littleway past them into the impossible. Image: