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Learning with Social Media:
Pedagogical Potential of Social Media




            Dr. Rajiv Tandon
           December 10, 2010
Social Media:
                                    Definition
Social 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
Comprehensive List
     Almost …
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
Preparation for the New World:
Will you survive the next decade without knowing these?
Recruitment:
                 Common Use at Universities

FaceBook
  –   Over 500 Universities already have FaceBook presence
  –   Viral Marketing
  –   Direct and targeted messages
  –   Get insights into student thinking
YouTube
  – Posting interesting lectures for attracting recruits
Research :
               Increases Efficiency and Reach
Diigo
   – “Walled Garden” for group privacy
   – Bookmark, highlight, make notes and share links


Delicious
   – Create library of links
   – Connect to each other’s links
   – Teacher also shares resources
Sharing Information:
                           Blogs

Blogs
  – 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
Sharing Information:
                              Wiki
Websites 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”)


Wikispace
PBWorks
Sharing Information:
                              Publication
Create and publish own multi-media content for wide
   dissemination


Facebook
YouTube
Delicious
StoryBird
– Books shared for comments
Sharing Information:
                         Collaboration
Yugma
• Virtual Meetings / Classes
• Asynchronous / Asynchronous learning
• Chat
Twiducate
Edmodo
Primary 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
Sharing Information:
                       Backchannel Discussions
Backchannel: online, real-time discussion alongside a live event
    Real time review as something is happening
    Often no moderation
     Sometimes embedded in a Blog or Wiki
Today’s Meet
Cover it Live
Twitter
    – Use mobile device using a hashtag for discussion
Sharing Information:
                Networking

FaceBook
YouTube
Twitter
Flickr
Blogs
Introduction for Social Media by Grade Level *
                                  *Mary Beth Hertz
Grades K-3       Grades 4-6      Grades 7 & 8    Grades 9-12     Higher Ed

Wiki            Wiki            Wiki            Wiki            Wiki
StoryBird       StoryBird
Primary Pad     Primary Pad     Primary Pad     Primary Pad
Twiducate (3)   Twiducate       Twiducate
Edmodo (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
                                                Today's Meet    Today's Meet
                                                                Facebook
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
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
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
e- Learning:
       Courses to Apps




Apps




                              Courses




                         18
Scenarios:
How would you respond to this situation?




                              19
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 to
Andragogy. Englewood Cliffs: Prentice Hall.
Gaming for Learning:
   Results are Proof
GameWare:
Avatars and Simulation




        22
GameWare:
Case: Learning to Respond to Emergencies
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
Mobile Learning:
          Delivery on Mobile Devices




                           Scenarios
Course
Content




                                       Performance
                                         Support


                             25
m-Learning:
        Just in Time, Just enough




                                    m- Learning


e- Learning


                    26
Performance Support:
Case: Providing Real Time Language and Culture Communication




                            27

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Pedagogical Potential Of Social Media

  • 1. Learning with Social Media: Pedagogical Potential of Social Media Dr. Rajiv Tandon December 10, 2010
  • 2. Social Media: Definition Social 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 Universities FaceBook – Over 500 Universities already have FaceBook presence – Viral Marketing – Direct and targeted messages – Get insights into student thinking YouTube – Posting interesting lectures for attracting recruits
  • 7. Research : Increases Efficiency and Reach Diigo – “Walled Garden” for group privacy – Bookmark, highlight, make notes and share links Delicious – Create library of links – Connect to each other’s links – Teacher also shares resources
  • 8. Sharing Information: Blogs Blogs – 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: Wiki Websites 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”) Wikispace PBWorks
  • 10. Sharing Information: Publication Create and publish own multi-media content for wide dissemination Facebook YouTube Delicious StoryBird – Books shared for comments
  • 11. Sharing Information: Collaboration Yugma • Virtual Meetings / Classes • Asynchronous / Asynchronous learning • Chat Twiducate Edmodo Primary 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 Discussions Backchannel: online, real-time discussion alongside a live event  Real time review as something is happening  Often no moderation  Sometimes embedded in a Blog or Wiki Today’s Meet Cover it Live Twitter – Use mobile device using a hashtag for discussion
  • 13. Sharing Information: Networking FaceBook YouTube Twitter Flickr Blogs
  • 14. Introduction for Social Media by Grade Level * *Mary Beth Hertz Grades K-3 Grades 4-6 Grades 7 & 8 Grades 9-12 Higher Ed Wiki Wiki Wiki Wiki Wiki StoryBird StoryBird Primary Pad Primary Pad Primary Pad Primary Pad Twiducate (3) Twiducate Twiducate Edmodo (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 Today's Meet Today's 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 Apps Apps 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 to Andragogy. Englewood Cliffs: Prentice Hall.
  • 21. Gaming for Learning: Results are Proof
  • 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 Scenarios Course Content Performance Support 25
  • 26. m-Learning: Just in Time, Just enough m- Learning e- Learning 26
  • 27. Performance Support: Case: Providing Real Time Language and Culture Communication 27