Learning 3.0


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Learning 3.0

  1. 1. Learning 3.0 Technology Implications on Pedagogy & Learning Styles Education …“should be reversed to conform to the learner, rather than the learner to the system.” -UK based NESTA FutureLabs study by Supra Manohar, Executive VP-GBD Emantras, www.emantras.com
  2. 2. Web 3.0 What does it mean? We have not defined Web 2.0 and now there is talk of 3.0… “The Dataweb”, semantic web – seamless interoperability and content reading by software agents (RDF, OWL) Collaboration and collaborative filtering – FaceBook, YouTube, THE BEST and web tagging (Flickr, del.icio.us, etc) WE CAN Ubiquitous connectivity - PDA’s, handheld games, Wii, etc. DESCRIBE 3D Environments – Second Life, there is even a Web3D Consortium… Network computing – software as a service, “cloud” computing … and much more it has not all been defined need to Google to see what happened today.
  3. 3. Learning Strategies & Pedagogy Generally accepted learning modalities are classified below. Behaviorism, feedback and reinforcement Constructivism, rich media, simulations and immersive environments Informal or Situated learning, using education in “context aware” environments (in the field) Note: A good article addressing learning styles is Collaborative learning, recording and “From Learning Styles to Learning Skills: the sharing instantly executive skills profile”, Journal of Managerial Psychology, Vol 10, Number 5, 1995. http://www.learningfromexperience.com/images/upload
  4. 4. Learning 3.0 3.0 Technologies Learning Technologies LEARNING DESIGN Social Technologies Blogs Shareable environments Peer networks IM Collaborative Tools Wikipedia Ubiquitous Google Docs Tagging, del.icio.us Devices PDAs Wii iPods Simulation, Etc.. Visualization & Gaming Environments Wii for simulations Educational gaming Access Second Life Gapminder Search tools Desktop connectivity
  5. 5. Learning 3.0 Implications of Technology BEHAVIOURISM & COLLABORATIVE LEARNING Ability to create collaboratively (student & teacher) authored resources Reinforcement when learners are receptive and in modes they may be more open to (peer reinforcement) Collective participation to tag and provide resources that may be relevant 1. Allegheny College on MySpace, students and the college also has a MySpace page ADOPTION 3. Mixxer is a site that allows language students to find and connect with voice- partners on the net with VoIP
  6. 6. Learning 3.0 Implications of Technology CONSTRUCTIVISM Mobile devices allow content portability into “context aware” environments Multimedia delivers 20 times more “minutes on the message” Expanding cultural and societal experiences 1. University of Minnesota modified the game Neverwinter Nights to practice investigative reporting ADOPTION 3. Play2Train is a Second Life environment for bio-terrorism training 5. Bradley University has a course on Second Life on field research methods
  7. 7. Learning 3.0 Implications of Technology INFORMAL & SITUATED LEARNING Mobile devices allow content portability into “context aware” environments Access to educative material via multiple devices without barriers to access Capturing learning moments and environments 1. SF Museum of Modern Art allows visitors to use their mobile phones to listen to Adoption podcasts of the audio tour ADOPTION Adoption 3. Montclair State University students with GPS and web-enabled phones receive various academic, social, wellness, and security services
  8. 8. Learning 3.0 Implications of Technology UBIQUITOUS & LIFELONG (INFORMAL) LEARNING Driving content to the desktop (learning widgets) The ability to search and access learning bits (the SCORM holy grail) and text New forms of publishing text (eBooks for access and visualization tools like Gapminder bring statistical data to life) Expanding the participatory environments (shared editorial tools like Google Docs and Wikis) Adoption is a widget platform driving learning to the desktop 1. HALO ADOPTION 3. GAM3R 7H3ORY is a networked book with online prepublication format where readers can add comments
  9. 9. Web 3.0 What does it mean? Be aware of the tools being used it will help in designing your ? learning material Multimedia and innovative learning content is almost a requirement not a luxury No need to adopt all tools but adopt ones that are popular HOW DOES and get used a lot ONE ADOPT AND Realize that the learning moments are no longer restricted, knowledge inquiry is woven into our lifestyle IMPLEMENT Access is very important, making it available ensures consumption Make it available in multiple formats (we can today) and allow the learner to create the most appropriate and conducive environment
  10. 10. Education “…finite opportunity amidst infinite possibilities…”
  11. 11. References & Resources “Are you ready for Mobile Learning?” Joseph Rene Corbeil and Maria Elena Valdes-Corbeil, Educause Quarterly Number 2 2007 New Media Consortium, 2007 Horizon Report, January 23 2007 Web 3.0, Wikipedia article http://en.wikipedia.org/wiki/Web_3 Derek Baird, Musings on Social Media, Gen Y, Education Technology, Community & other Stuff (at http://www.debaird.net/blendededunet/) … and many more…
  12. 12. THANK YOU www.emantras.com Follow us @ www.twitter.com/emantras www.tinyurl.com/trackemantras