This document discusses the concepts of Web 2.0 and its potential applications for education. It defines Web 2.0 as a paradigm that focuses on user-generated content and user control of information through blogs, wikis, social software, and other collaborative online tools. Some key concepts discussed include blogging, digital storytelling, social bookmarking, folksonomy, RSS feeds, podcasting, and APIs. The document also briefly summarizes statistics on blogs and Wikipedia. It concludes by suggesting some implications of Web 2.0 for rethinking technology integration and new forms of online collaboration and assessment in education.
The study characterized web-based information-seeking tasks through a field study with 21 university students. It found that typed URLs were the most common way to initiate fact finding and information gathering tasks, while bookmarks and typed URLs were most common for transactions. Fact finding and information gathering involved search-based tasks using Google and site searches, while browsing and transactions involved more revisiting of sites. Information gathering was the most complex task, with the longest time spent, most pages viewed, and heaviest browser usage. The study used a naturalistic inquiry with qualitative narrative data to understand web tasks in their natural contexts without controlling variables.
El documento habla sobre la importancia de la educación y el aprendizaje continuo a lo largo de la vida. Señala que en un mundo en constante cambio es crucial seguir aprendiendo nuevas habilidades y actualizando los conocimientos para mantenerse relevante. También enfatiza que la educación debe enfocarse más en enseñar a las personas a pensar de manera crítica y resolver problemas.
The document summarizes a research proposal for a field study on using a semantic web browser for educational internet use. It will study 10 postgraduate education students using a semantic web browser called Firefox + Piggy Bank. The study will involve video recording the students' internet use, followed by individual stimulated recall interviews and post-test interviews. The data will be analyzed by coding the students' internet use into categories of information gathering, sharing, organizing, and browsing. The coding sheet and triangulation of interview results will assess how the semantic web browser supports these internet use tasks.
This document summarizes the programs, products, and incentives offered by SkyQuestCom, an international company focused on personal and professional development. It outlines their vision, lists seminar speakers and topics, describes online video seminars and a resource library. It also details a compensation plan with different levels of potential income, and incentives like laptops, vacations, cars, and paid international rallies for top performers.
This document discusses the concepts of Web 2.0 and its potential applications for education. It defines Web 2.0 as a paradigm that focuses on user-generated content and user control of information through blogs, wikis, social software, and other collaborative online tools. Some key concepts discussed include blogging, digital storytelling, social bookmarking, folksonomy, RSS feeds, podcasting, and APIs. The document also briefly summarizes statistics on blogs and Wikipedia. It concludes by suggesting some implications of Web 2.0 for rethinking technology integration and new forms of online collaboration and assessment in education.
The study characterized web-based information-seeking tasks through a field study with 21 university students. It found that typed URLs were the most common way to initiate fact finding and information gathering tasks, while bookmarks and typed URLs were most common for transactions. Fact finding and information gathering involved search-based tasks using Google and site searches, while browsing and transactions involved more revisiting of sites. Information gathering was the most complex task, with the longest time spent, most pages viewed, and heaviest browser usage. The study used a naturalistic inquiry with qualitative narrative data to understand web tasks in their natural contexts without controlling variables.
El documento habla sobre la importancia de la educación y el aprendizaje continuo a lo largo de la vida. Señala que en un mundo en constante cambio es crucial seguir aprendiendo nuevas habilidades y actualizando los conocimientos para mantenerse relevante. También enfatiza que la educación debe enfocarse más en enseñar a las personas a pensar de manera crítica y resolver problemas.
The document summarizes a research proposal for a field study on using a semantic web browser for educational internet use. It will study 10 postgraduate education students using a semantic web browser called Firefox + Piggy Bank. The study will involve video recording the students' internet use, followed by individual stimulated recall interviews and post-test interviews. The data will be analyzed by coding the students' internet use into categories of information gathering, sharing, organizing, and browsing. The coding sheet and triangulation of interview results will assess how the semantic web browser supports these internet use tasks.
This document summarizes the programs, products, and incentives offered by SkyQuestCom, an international company focused on personal and professional development. It outlines their vision, lists seminar speakers and topics, describes online video seminars and a resource library. It also details a compensation plan with different levels of potential income, and incentives like laptops, vacations, cars, and paid international rallies for top performers.
The document summarizes evaluations from students in Norway on a mobile app called MILAGE that was used as part of a blended learning project for teaching mathematics. Students found the app to be interesting, easy to use, and innovative. They believed it supported individual and collaborative work. Most students indicated that instructional videos were the most helpful feature for learning. Overall, the evaluations found that students were actively engaged with constructing content for the app and viewed it as a useful additional approach for learning mathematics.
The document summarizes evaluations from students in Norway on a mobile app called MILAGE that was used as part of a blended learning project for teaching mathematics. Students found the app to be interesting, easy to use, and innovative. They believed it supported individual and collaborative work. Most students indicated that instructional videos were the most helpful feature for learning. Overall, the evaluations found that students were actively engaged with constructing content for the app and viewed it as a useful additional approach for learning mathematics.
Nordlab - Nord preparedness management lab brochurePer Arne Godejord
Nord University has invested in computer-based simulation capacities and crisis management decision support tools at its Preparedness Management Lab (NORDLAB). NORDLAB provides an arena for education, research, exercises, and testing of emergency response management tools and collaboration processes related to sea, land, and air-based emergencies. It aims to advance knowledge development within emergency preparedness and provide support to research projects, with a focus on the Arctic environment. NORDLAB is equipped to conduct training exercises and test emergency management support tools.
Tactical evaluation and guidance – a concept for active learning in emergency...Per Arne Godejord
This document discusses the tactical evaluation system used by the Norwegian Civil Defence for emergency preparedness training. The system has two parts: guidance to improve individual and unit performance, and evaluation to measure operational effectiveness. It was introduced in 2014 to evaluate officers and then expanded to evaluate entire units. The goal is to provide feedback that enables better response to emergency situations. Key principles are that evaluation should guide improvement, the process should be transparent, and follow-up should focus on relevant improvement measures. Evaluators observe and provide guidance during exercises, and report back to exercise leaders to facilitate continuous learning between exercises.
This document discusses the experience and background of Tony Whittingham in digital media and learning. It outlines his 23 years of experience in ICT work and 15 years experience teaching computer science. It also lists some of the digital tools he has used in teaching like wikis, blogs, YouTube and games. It discusses some of his projects from 2000 onward using digital tools to enhance learning for students in subjects like math and social informatics. The overall point is about utilizing popular digital tools students already use for entertainment to enhance learning when assessed appropriately by teachers.
SPO1510 covered two main focus areas: social media tools and ethics. Students were required to complete mandatory tasks using Twitter, SoundCloud, and Paper.li. They also wrote an essay analyzing video games through an ethical lens, discussing perspectives on killing in games and whether certain games violate the Geneva Convention. The exam would consist of students' curated portfolios and an essay on a topic of their choice relating to the course material.
Video games are a form of cultural expression and art, similar to movies and comics. They tell stories and evoke emotions through interactive gameplay [SENTENCE 1]. Like films, games have evolved from early kinetic recordings with no narrative to incorporating sophisticated storytelling techniques [SENTENCE 2]. Comics and games both use the concept of closure between panels or gameplay to drive the narrative forward [SENTENCE 3].
Social media refers to online services that allow users to create and share content through audio, video, images and text. Common social media platforms include Facebook, Twitter, YouTube, and LinkedIn. Social media is an important communication tool because it allows users to reach a large audience at low cost and share information quickly. Effective social media use requires posting engaging content on a consistent basis and using hashtags and trends to expand reach. Common mistakes to avoid include having an obscure profile, only self-promoting, not checking links before sharing, and inconsistent or outdated posting strategies.
The document discusses pervasive games, which involve mixing gameplay with reality using mobile devices and location-based elements. It notes that pervasive games include alternate reality games and location-based games. The document raises ethical questions about organizing horror games in public spaces and the responsibilities of designers to avoid legal and psychological dangers for unaware bystanders. It concludes by questioning whether pervasive games are actually popular and who the players are.
This document discusses ethics and perspectives in the context of computer games. It presents two perspectives - a child perspective which is egocentric and an adult perspective which is more critical. It discusses ethical theories like utilitarianism and Kantianism in relation to software piracy and killing in computer games. It analyzes specific examples from games like GTA 3 and Ghost Recon in more detail using virtue ethics, duty ethics and consequentialism. Student survey results are presented showing gamers often make ethical choices in games like The Walking Dead. The conclusion questions whether computer games truly desensitize kids or make them more violent given the survey results.