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
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.
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
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
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
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
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
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
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
Education

“…finite opportunity amidst infinite possibilities…”
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…
THANK YOU
    www.emantras.com
        Follow us @
 www.twitter.com/emantras
www.tinyurl.com/trackemantras

Learning 3.0

  • 1.
    Learning 3.0 Technology Implicationson 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.
    Web 3.0 Whatdoes 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.
    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.
    Learning 3.0 3.0Technologies 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.
    Learning 3.0 Implicationsof 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.
    Learning 3.0 Implicationsof 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.
    Learning 3.0 Implicationsof 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.
    Learning 3.0 Implicationsof 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.
    Web 3.0 Whatdoes 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.
    Education “…finite opportunity amidstinfinite possibilities…”
  • 11.
    References & Resources “Areyou 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.
    THANK YOU www.emantras.com Follow us @ www.twitter.com/emantras www.tinyurl.com/trackemantras