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Web 2.0 in Education
        Steve C. Yuen, Ph.D.
               Professor
 The University of Southern Mississippi
     E-mail: Steve.Yuen@usm.edu
                  and
           Patrivan K. Yuen
 Technical Services/Systems Librarian
       William Carey University
     E-mail: pyuen@wmcarey.edu
 2008 SITE International Conference, Las Vegas, Nevada, March 4, 2008
Digital Shift

“Our students have changed radically.
Today’s students are no longer the
people our educational system was
designed to teach .”

                                            Marc Prensky

        Prensky, M. (2001). Digital Natives, Digital Immigrants.
Net Generation
• By age 21, the average Net Geners will have spent:
   – 10,000 hours on cell phones
   – 10,000 hours playing video games
   – over 20,000 hours watching TV
   – over 250,000 sending/receiving emails and IMs
   – watched over 500,000 TV commercials
   – less than 5,000 hours reading
• Computer games, email, the Internet, cell phones, mp3,
  flickr, Facebook, YouTube are integral parts of their lives.

             Prensky, M. (2001). Digital Natives, Digital Immigrants.
Pew Internet & American Life Project
• 2007 National Study
  – 55% all online American Youth between the age of
    12 and 17 use social networking sites for
    communication.
Pew Internet & American Life Project
Creating and Connecting Project by
  National School Boards Association
• Online survey of about 1,300 American kids (9 to 17
  years) and over 1,000 parents, and telephone interviews
  with more than 200 school district officials in 2007
   – Students are spending almost as much time using social
     networking services and Web sites as they spend watching TV
   – 96% of students with Internet access engage in social
     networking
   – 60% of students say they use the social networking tools to
     discuss classes, learning outside school, and planning for college
   – Students report using text messaging, blogging, and online
     communities such as Facebook and MySpace for educational
     activities, including collaboration on school projects.
            http://www.nsba.org/SecondaryMenu/TLN/CreatingandConnecting.aspx
Net Generation
• Prefer multi-tasking and quick, non-linear access to
  information
• Are visually-oriented
• Are highly networked, interactive, and social
• Increasing mobile
• Have a low tolerance for lectures
• Prefer active learning rather than passive learning
• Rely heavily on communications technologies to access
  information and to carry out social and professional
  interactions.
        (Prensky 2001a, 2001b; Oblinger, 2003; Gros, 2003; Frand, 2000)
Net Generation
• 1st generation to be producers of content, not just
  consumers
• Pick their classes on ratemyprofessor.com or
  www.pickaprof.com
• Get to know their classmates through www.facebook.com
• Share their lives with others on myspace.com
• Share their videos with others on www.youtube.com
• Share their photos with other on flickr.com
Net Gen Digital Tools

Email, IM, Chat rooms, Cell phones, Blogs,
Webcams, Camera phones, TV, Internet, mp3,
Podcasts, Vodcasts, Wikis, Digital video cams,
Gaming consoles, Digital music, PDAs, Online
gaming, Digital photos, Simulations, Massive
multiplayer games, Online reputation and rating
systems, Virtual worlds, Multimedia, Smart phones,
Moblogs, SMS, Avatars, File sharing, Streaming
media, Tablet PCs, Virtual communities…
Technologies to Watch
• User-Created Content
• Social Networking
• Mobile Phones
• Virtual Worlds
• New Scholarship and Emerging Form of
  Publication
• Massively Multiplayer Educational Gaming

    The Horizon Report, 2007 Edition, http://www.nmc.org/pdf/2007_Horizon_Report.pdf
• Network as platform – Web Operating System and Web-
  based applications
• Encourage users to add value to the application as they
  use it
• A rich, interactive, user-friendly interface
• Convergence of media – Web, audio, and video
• Social Web – allow users to share their opinions,
  experiences, and perspectives
Web 1.0                    Web 2.0




• Student as Consumer   • Two Way Web
                        • Student as a contributor
                        • Sharing and collaborating
The new Web has opened almost limitless
             possibilities for
contributing, collaborating, & connecting




           Read/Write Web
Web 2.0 Applications
•   Podcasts
•   Wikis
•   Blogs
•   Social bookmarking
•   Multimedia sharing
•   Virtual world
Great Web 2.0 Tools in Education
   •   Blogs (Blogger, Wordpress)
   •   Wikis (Wetpaint, Wikispaces)
   •   Podcasting (PodOmatic)
   •   Photo sharing (Flickr, Photobucket)
   •   Video (YouTube, TeacherTube)
   •   Online slideshows (Myplick, SlideShare)
   •   Social bookmarking (del.icio.us, Furl)
   •   Social network (Ning, LinkedIn)
                              LinkedIn
   •   Thinking tools (Bubbl.us, Gliffy, Zoho)
                                 Gliffy
   •   Library tools (LibraryThing, Shelfari)
Podcasts




Vodcasts
Web 2.0 allows digital natives to:
    •   create
    •   contribute
    •   collaborate
    •   connect
    •   share
    •   participate in a learning community
The End

       Questions or Comments?


Thank You for Attending Our session!

 This presentation is available on the Web at:
http://www.slideshare.net/scyuen/

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Web 2.0 in Education

  • 1. Web 2.0 in Education Steve C. Yuen, Ph.D. Professor The University of Southern Mississippi E-mail: Steve.Yuen@usm.edu and Patrivan K. Yuen Technical Services/Systems Librarian William Carey University E-mail: pyuen@wmcarey.edu 2008 SITE International Conference, Las Vegas, Nevada, March 4, 2008
  • 2. Digital Shift “Our students have changed radically. Today’s students are no longer the people our educational system was designed to teach .” Marc Prensky Prensky, M. (2001). Digital Natives, Digital Immigrants.
  • 3. Net Generation • By age 21, the average Net Geners will have spent: – 10,000 hours on cell phones – 10,000 hours playing video games – over 20,000 hours watching TV – over 250,000 sending/receiving emails and IMs – watched over 500,000 TV commercials – less than 5,000 hours reading • Computer games, email, the Internet, cell phones, mp3, flickr, Facebook, YouTube are integral parts of their lives. Prensky, M. (2001). Digital Natives, Digital Immigrants.
  • 4. Pew Internet & American Life Project • 2007 National Study – 55% all online American Youth between the age of 12 and 17 use social networking sites for communication.
  • 5. Pew Internet & American Life Project
  • 6. Creating and Connecting Project by National School Boards Association • Online survey of about 1,300 American kids (9 to 17 years) and over 1,000 parents, and telephone interviews with more than 200 school district officials in 2007 – Students are spending almost as much time using social networking services and Web sites as they spend watching TV – 96% of students with Internet access engage in social networking – 60% of students say they use the social networking tools to discuss classes, learning outside school, and planning for college – Students report using text messaging, blogging, and online communities such as Facebook and MySpace for educational activities, including collaboration on school projects. http://www.nsba.org/SecondaryMenu/TLN/CreatingandConnecting.aspx
  • 7. Net Generation • Prefer multi-tasking and quick, non-linear access to information • Are visually-oriented • Are highly networked, interactive, and social • Increasing mobile • Have a low tolerance for lectures • Prefer active learning rather than passive learning • Rely heavily on communications technologies to access information and to carry out social and professional interactions. (Prensky 2001a, 2001b; Oblinger, 2003; Gros, 2003; Frand, 2000)
  • 8. Net Generation • 1st generation to be producers of content, not just consumers • Pick their classes on ratemyprofessor.com or www.pickaprof.com • Get to know their classmates through www.facebook.com • Share their lives with others on myspace.com • Share their videos with others on www.youtube.com • Share their photos with other on flickr.com
  • 9. Net Gen Digital Tools Email, IM, Chat rooms, Cell phones, Blogs, Webcams, Camera phones, TV, Internet, mp3, Podcasts, Vodcasts, Wikis, Digital video cams, Gaming consoles, Digital music, PDAs, Online gaming, Digital photos, Simulations, Massive multiplayer games, Online reputation and rating systems, Virtual worlds, Multimedia, Smart phones, Moblogs, SMS, Avatars, File sharing, Streaming media, Tablet PCs, Virtual communities…
  • 10.
  • 11. Technologies to Watch • User-Created Content • Social Networking • Mobile Phones • Virtual Worlds • New Scholarship and Emerging Form of Publication • Massively Multiplayer Educational Gaming The Horizon Report, 2007 Edition, http://www.nmc.org/pdf/2007_Horizon_Report.pdf
  • 12.
  • 13. • Network as platform – Web Operating System and Web- based applications • Encourage users to add value to the application as they use it • A rich, interactive, user-friendly interface • Convergence of media – Web, audio, and video • Social Web – allow users to share their opinions, experiences, and perspectives
  • 14.
  • 15.
  • 16. Web 1.0 Web 2.0 • Student as Consumer • Two Way Web • Student as a contributor • Sharing and collaborating
  • 17. The new Web has opened almost limitless possibilities for contributing, collaborating, & connecting Read/Write Web
  • 18.
  • 19.
  • 20. Web 2.0 Applications • Podcasts • Wikis • Blogs • Social bookmarking • Multimedia sharing • Virtual world
  • 21. Great Web 2.0 Tools in Education • Blogs (Blogger, Wordpress) • Wikis (Wetpaint, Wikispaces) • Podcasting (PodOmatic) • Photo sharing (Flickr, Photobucket) • Video (YouTube, TeacherTube) • Online slideshows (Myplick, SlideShare) • Social bookmarking (del.icio.us, Furl) • Social network (Ning, LinkedIn) LinkedIn • Thinking tools (Bubbl.us, Gliffy, Zoho) Gliffy • Library tools (LibraryThing, Shelfari)
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35.
  • 36. Web 2.0 allows digital natives to: • create • contribute • collaborate • connect • share • participate in a learning community
  • 37. The End Questions or Comments? Thank You for Attending Our session! This presentation is available on the Web at: http://www.slideshare.net/scyuen/