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Preparing our students for Web 3.0 learning

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Preparing our students for Web 3.0 learning

  1. Preparing our students for Web 3.0 learning November 11, 2012 International Schools Library Network, Singapore Judy O’Connell
  2. Today’s novelty is tomorrow’s norm Are you prepared? cc licensed ( BY NC SA ) flickr photo by Stuck in Customs:
  3. Our Information Age really began in April of 1993 when the Mosaic 1.0 browser made the World Wide Web available for contribution and participation by anyone with access to the Internet. For the first time we had possibilities for worldwide co-creation of knowledge, art, science, literature, animation, and all the rest possible.
  4. Price of 1 gigabyte of storage 1981 $300K 1997 $100 1987 $50K 2000 $10 1990 $10K 2004 $1 1994 $1K 2012 $0.10
  5. Open our arms to opportunities cc licensed ( BY ) flickr photo by martinak15:
  6. Future scenes
  7. Harvard creates cyborg flesh that’s half man, half machine X Future Current realities
  8. The martian way Asimov Crater was named on 4 May 2009, by the International Astronomical Union. It has a diameter of about 84 kilometres .
  9. Nasa's augmented reality app let students examine Curiosity Mars rover
  10. We live in a connected world. Nearly two billion people connect to the internet, share information and communicate over blogs, Wikis, social networks and a host of other media.
  11. Anything imaginable is capable of being connected to the network, become intelligent offering almost endless possibilities.
  12. We already have internet devices attached to our ears, and some even have embedded devices connected to their doctors.
  13. “Internet of Things” 2020 fifty billion devices connected to the internet. people and objects able to connect to the Internet at anytime from anywhere.
  14. “Internet of Things”
  15. Education is at crossroads
  16. Ubiquitous connectivity cc licensed ( BY NC SA ) flickr photo by Leonard John Matthews:
  17. New literacies cc licensed ( BY NC ) flickr photo by zinjixmaggir:
  18. More content and streams of data - all of these changes into online environments require an equivalent shift in our understandings of online capabilities.
  19. Information is at crossroads
  20. Researchers Sequence Entire Genome of A Baby In Only 50 Hours “By obtaining an interpreted genome in about two days, physicians can make practical use of diagnostic results to tailor treatments to individual infants and children.”
  21. Gamers Unlock Protein Mystery .... that Baffled Researchers For Years Developed by researchers at the University of Washington, Foldit turns scientific problems into competitive games. Khatib, F., DiMaio, F., Cooper, S., Kazmierczyk, M., Gilski, M., Krzywda, S., Zabranska, H., et al. (2011). Crystal structure of a monomeric retroviral protease solved by protein folding game players. Nat Struct Mol Biol, 18(10), 1175–1177. doi:10.1038/nsmb.2119
  22. 12-year-old uses Dungeons and Dragons in science research The volunteers looked at eyes early and frequently, whether they were on the creatures’ faces or not.
  23. 19-year-old girl in Egypt invents a spacecraft propulsion device Mustafa’s device is based on a scientific mix between quantum physics, space technology, chemical reactions and electrical sciences.
  24. Unravel our information and knowledge environments cc licensed ( BY NC SA ) flickr photo by liquidnight:
  25. new frontier of analytics BIG DATA Examples of such data sets range from billions of Google searches conducted by millions of users to the data collected by millions of weather sensors around the globe to all the purchases of British supermarket shoppers.
  26. Google has been ahead of public health authorities in monitoring flu outbreaks by compiling public searches for flu-related information by geography. 
  27. Google Crisis maps provides comprehensive information with a range of information filters and image resources.
  28. Predictive Medical Technologies analyzes records of intensive care patients to detect events that might be signals of adverse events, such as cardiac arrest or arrhythmia. Once trends are identified, real-time monitoring of patients can spot similar patterns and give doctors critical early warning.
  29. levels of accessibility LINKED DATA Transform expertise in working with metadata into expertise in working with ontologies or models of knowledge.
  30. Whereas traditional library metadata has always been focused on helping humans find and make use of information, linked data ontologies are focused on helping machines find and make use of information. cc licensed ( BY NC ) flickr photo by tarotastic:
  31. !
  32. This uri ‘ authorities/sh85042531’ has now become the globally available, machine and human readable, reliable source for the description for the subject heading of ‘Elephants’ containing links to its related terms (in a way that both machines and humans can navigate).
  33. existing data reconnected for different and smarter uses cc licensed ( BY ) flickr photo by paul (dex):
  34. Degree ofofInformation Connectivity cc""Steve"Wheeler,"University"of"Plymouth,"2010" Degree Information Connectivity Web 3.0 Web x.0 SemanticWeb Semantic Web Semantic Web Meta Web of knowledge of intelligence Web 1.0 Web 2.0 Web of The Web Web of people & Social Web information social information Degree of Social Connectivity
  35. Web 3.0 is all about data cc licensed ( BY NC ) flickr photo by Anthony Mattox:
  36. The goal of linked data is to enable computers to do more useful work for us by teaching machines to read web pages. cc licensed flickr photo by ralphbijker:
  37. It is about common formats and metadata which allow for integration and combination of data drawn from diverse sources.
  38. What happens with linked data and why should we care?
  39. “Linking Open Data cloud diagram, by Richard Cyganiak and Anja Jentzsch.”
  40. Deadliest pandemics
  41. Information retrieval, natural language processing, and medical informatics
  42. Europeana enables people to explore the digital resources of Europe's museums, libraries, archives and audio-visual collections. Linked Open Data on the Web. The site currently contains metadata on 3.5 million texts, images, videos and sounds.
  44. Mr Barton’s Gapminder Video
  45. Connections and experiences augmented and transformed through immersive technology and smart data. Web 3.0
  46. How does technology impact the way student’s think? cc licensed ( BY NC SA ) flickr photo by fatboyke (Luc):
  47. Interfaces for discovery What do we want from technology? How can we create better experiences?
  48. More content, streams of data, topic structures, (theoretically) better quality – all of these in online environments require an equivalent shift in our online capabilities.
  49. Learn about the latest additions to search so you can get the most out of Google.
  50. Google alerts too!
  52. 1. Find the right thing 2. Get the best summary 3. Go broader and deeper
  53. Wolfram|Alpha is a free online computational knowledge engine that generates answers to questions in real time by doing computations on its own vast internal knowledge base.
  54. Think strategically! Knowledge 2.0 cc licensed ( BY ) flickr photo by tarotastic:
  55. The International Society for Technology in Education (ISTE) and the Computer Science Teachers Association (CSTA) have collaborated with leaders from higher education, industry, and K–12 education to develop an operational definition of computational thinking.
  56. Computational thinking (CT) is a problem-solving process that includes (but is not limited to) the following characteristics: • Formulating problems in a way that enables us to use a computer and other tools to help solve them. • Logically organizing and analyzing data • Representing data through abstractions such as models and simulations • Automating solutions through algorithmic thinking (a series of ordered steps) • Identifying, analyzing, and implementing possible solutions with the goal of achieving the most efficient and effective combination of steps and resources • Generalizing and transferring this problem solving process to a wide variety of problems
  57. Understand the connections between computational thinking and information literacy.
  58. Mind amplifiers?
  59. Is that all there is?
  60. People plus+ and the singularity?
  61. Learning
  62. We are on the brink of an extraordinary revolution that will change our world forever. In this new world everyone, everything and everywhere will be connected in real time. This theNetworked Society will fundamentally change the way we innovate, collaborate, produce, govern and sustain.
  63. Citadels of learning cc licensed ( BY NC ) flickr photo by SonOfJordan:
  64. Towers of learning cc licensed ( BY SA ) flickr photo by Tom Raftery:
  65. Guilds of learning cc licensed ( BY NC ) flickr photo by Photos o' Randomness:
  67. Horizon Report 2012 A pp! the G et “K-12 must address the increased blending of formal and informal learning.” “Students can take advantage of learning material online, through games and programs they may have on systems at home, and through their extensive — and constantly available — social networks”
  68. Reading, writing, gaming, trans-media, immersive worlds, and augmented reality, are all part of the new digital frontiers leading the re-invention of learning. cc licensed ( BY NC SA ) flickr photo by Curious Expeditions:
  69. It makes sense to interact both synchronously and asynchronously, formally or informally, at school, at home, or on mobile devices.
  70. Teachers owe it to their students to “keep up”. Are you prepared? cc licensed ( BY NC SA ) flickr photo by Stuck in Customs:
  71. If you don’t already have it, develop a playful collaborative mentality. Step out of your comfort zone - isn’t that what you ask of your students every day?
  72. Drivers of change Use technology in every possible way for relevant and authentic learning experiences Harness knowledge, skills and abilities of students through social software
  73. Go inside! cc licensed ( BY NC ) flickr photo by chiaralily:
  74. Game on!
  75. Set in a technology saturated near future, Inanimate Alice tells the story of a girl called Alice, merging text with animation, videos, music and games to explore what it means to conduct your life online.
  76. Knowledge Quest English is an immersive, interactive game, supported by a full colour workbook, that builds core skills in English.
  77. Surf Island is a playable, web-based game world for school children from grades 3 to 8. By playing simple games, the children learn about online threats ranging from malware to internet predators to cyber bullies. Schools can compete against each other for points and winning schools get a visit from a real FBI agent!
  78. In virtual games, students act as investigative reporters, environmental scientists, and historians who resolve meaningful dilemmas.
  79. Games for Change is a leading organization that promotes games with social change messages and strategies, from Sweatshop, a darkly comedic game where players manage a sweatshop, highlighting the poor conditions for factory workers, to Darfur is Dying
  80. From Canada
  82. Now parents are also seeing the value of gaming outside of school, and what students are learning to do, think and be involved with makes classroom learning seem tragic.
  83. Minecraft – Students teaching teachers :) @dbatty1
  84. Survival Island
  85. Steam  is  a  digital  distribu,on,  digital  rights   management,  mul,player  and  communica,ons  pla6orm   developed  by  Valve  Corpora.on. Portal  2  is  a  first-­‐person  puzzle-­‐pla6orm  video  game   developed  and  published  by  Valve  Corpora,on.
  87. Today, games are ubiquitous. Instead of being confined to cardboard boxes, we carry games on smartphones in our pockets and use strategies borrowed from gaming .
  88. Gaming concepts, platforms and approaches are going mainstream!
  89. From Austalia
  90. The great challenge of a digital education is meeting the needs of students who have grown up in a digital era.
  91. It makes incredible sense to consider how ‘internet spaces’ social software and mobile devices can be used to leverage opportunities for learning. cc licensed ( BY NC SA ) flickr photo by joannamkay:
  92. The core attributes found in the ISTE and IASL standards include: • intellectual curiosity and innovation • ability to locate, select, evaluate and structure information • problem solving and decision-making creative and critical thinking • communication, negotiation and collaboration skills
  93. The core attributes found in the ISTE and IASL standards include: • ethical and productive users and producers of media • responsible and flexible users of social media • active digital citizenship • capacity to think across disciplines and form authentic knowledge connections.
  94. Teacher librarians can play a leading role in schools in relation to the social and ethical issues of online publishing and usage, cyber bullying, plagiarism and copyright.
  95. School libraries should be hubs of professional development, action research, and idea experimentation as teacher librarians work collaboratively with students and teachers.
  96. The spaces and places of libraries should be physical and virtual, adopting and adapting Web 2.0 media tools to enhance and envelop school learning communities into a series of globally powered learning commons—dynamic, collaborative 21st century library environments!
  97. The spaces and places of libraries should be physical and virtual, adopting and adapting a Web 3.0 mindset —dynamic, collaborative, information responsive makers and creators of ideas and action!
  98. School libraries: The paradigm flip Teachers and teacher librarians will then actively work alongside students, sometimes leading, sometimes following, and crafting an environment where students can always know what, where and how to be the best learners they can possibly be. cc licensed ( BY NC ) flickr photo by JB London:
  99. School libraries and teacher librarians must be leaders in today’s interactive enquiry environments.
  100. finding sharing collecting contributing playing remixing anytime anywhere fast CREATIVELY
  101. Be strategic Be proactive Be responsive Know your vision Be your vision Communicate your vision CREATIVELY
  102. cc licensed flickr photo by Stéfan: Never risk being a teacher librarian only suitable for a bygone era
  103. It’s not about devices, it’s about thinking with technology!
  104. Then see what happens next!
  106. Highlight the value of your e-literacy skills and knowledge to the entire school community...... and beyond...
  107. heyjudeonline Judy O’Connell Judy O’Connell