Help:ICOOL 2007 e-learning 2.0 talk: Difference between revisions
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; Why e-learning ''2.0'' ? | ; Why e-learning ''2.0'' ? | ||
[[E-learning 2.0]] refers to [[web 2.0]]. It's a somewhat stupid slogan, but there ''is'' a trend: | |||
* | * The nature of the Internet, ''and''of the people using the Internet has begun to change. There are many free on-line services ([[list of web 2.0 applications]]) and some of them are inherently social. | ||
* The [[social software]] formula: <code>(tools + services + aggregation)^scale</code> | * The [[social software]] formula: <code>(tools + services + aggregation)^scale</code> | ||
* Technology that is under the control of the teacher [[empowerment]] / [[Teacher empowerment]] | * Technology that is under the control of the teacher [[empowerment]] / [[Teacher empowerment]] | ||
* Improved user experience (based on [[AJAX]]) | * Improved user experience (based on [[AJAX]]) | ||
* Flexibility: E-learning has the potential to become far more personal, social and flexible, i.e. integrate needs of (almost) all stakeholders. | |||
; The technology | ; The technology | ||
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; Use cases (some [[instructional design model]]s, [[pedagogical scenario]]s) | ; Use cases (some [[instructional design model]]s, [[pedagogical scenario]]s) | ||
* [[Virtual community]] | * [[Virtual community]] | ||
* [[Personal learning environment]]s and aggregation of these into flexible learner and teacher empowering environments. | ** [[Community of learning]] | ||
* [[Digital storytelling]] | ** [[knowledge-building community]] | ||
* [[Writing-to-learn]] (e.g. with a wiki) | * Learner-controlled environments | ||
* [[Project-oriented learning|Project-oriented teaching]] | ** [[Personal learning environment]]s and aggregation of these into flexible learner and teacher empowering environments. | ||
* | ** [[Learning e-portfolio]]s | ||
** Creative, collaborative [[microlearning]] | |||
* Product-oriented activities | |||
** [[Digital storytelling]] | |||
** [[Writing-to-learn]] (e.g. with a wiki) | |||
* [[Project-oriented learning|Project-oriented teaching]] | |||
** e.g. light-weight [[C3MS project-based learning model]]s built with with webtops, web widgets, office 2.0 tools etc.) | |||
* Second generation [[e-learning]] frameworks | |||
** heavy [[service-oriented architecture]]s like the [[e-framework]] Model that is a combination of Rehak's [[web service|learning services stack]] and ideas from social software. | ** heavy [[service-oriented architecture]]s like the [[e-framework]] Model that is a combination of Rehak's [[web service|learning services stack]] and ideas from social software. | ||
** Through-the-web design and collaboration: e.g. [[LAMS]], [[DialogPlus Toolkit]]. | ** Through-the-web design and collaboration: e.g. [[LAMS]], [[DialogPlus Toolkit]]. |
Revision as of 10:31, 7 June 2007
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e-learning 2.0 talks
This is part 2 of my Icool2007 contributions, i.e. a resource page for my keynote talk and a second talk in the same area. Part 1 is a ICOOL 2007 workshop on educational modeling languages.
Speaker: Daniel K. Schneider, TECFA, University of Geneva
Venue
- ICOOL 2007
- 3rd International Conference on Open and Online Learning
- Pedagogical Scripting for Open and Distance Learning (ODL)
- 11-14 June 2007, Hotel Equatorial, Penang, Malaysia
- Organised by the VCILT, University of Mauritius in partnership with the School of Distance Education, Universiti Sains Malaysia
Keynote: E-learning 2.0 - Social Computing in the Future of Learning Technologies
Abstract
E-learning 2.0 can be defined in terms of "learning as a network phenomenon". This includes shared user-generated contents (eg. Wikipedia), use of social networks, presence in virtual on-line communities, mashups of information feeds and other "web 2.0" services and finally personal learning environments.
Todays dominant learning technology - at least in the "institutional" discourse - are so-called learning management systems (LMS). LMSs are a combination of CBT (70's) and computer-mediated communication (80'), i.e. organized sequences of standardized contents (if possible) plus on-line tutoring within closed environments. Currently, research and development in e-learning focuses a lot on so-called activity-based designs, e.g. the idea is to integrate IMS Learning Design or CSCL scenarios. On the other hand, today's strongest grassroots movement can be labelled "e-learning 2.0" in reference to "web 2.0" and it focuses on user empowerment and knowledge building communities.
Talk contents
- Why e-learning 2.0 ?
E-learning 2.0 refers to web 2.0. It's a somewhat stupid slogan, but there is a trend:
- The nature of the Internet, andof the people using the Internet has begun to change. There are many free on-line services (list of web 2.0 applications) and some of them are inherently social.
- The social software formula:
(tools + services + aggregation)^scale
- Technology that is under the control of the teacher empowerment / Teacher empowerment
- Improved user experience (based on AJAX)
- Flexibility: E-learning has the potential to become far more personal, social and flexible, i.e. integrate needs of (almost) all stakeholders.
- The technology
- Infrastructure:
- Rich internet applications (e.g. AJAX-based)
- Content aggregation with RSS, Tagging (Folksonomies),
- social software like:
- Sharing of links and feeds (social bookmarking, social navigation, etc.)
- Sharing of digital artifacts (Pictures, Movies, Files, etc.)
- Writing tools (Notepads, blogs, Word processor, Note taking, etc.)
- Research tools like reference managers, citation indexes.
- Social networking
- Sharable applications
- Organization and planning (groupware, calendars, task managers, personal oganizers, homework and teacher tools
- Content Production tools (Multimedia editing, presentation, graphing)
- concept maping), Argumentation
- Light-weight LMSs (e.g. Haiku).
- Virtual office (aka "office 2.0" like Zoho, Google).
- ubiquitous computing and the Internet of things
- Mashup technology like webtops.
- Use cases (some instructional design models, pedagogical scenarios)
- Virtual community
- Learner-controlled environments
- Personal learning environments and aggregation of these into flexible learner and teacher empowering environments.
- Learning e-portfolios
- Creative, collaborative microlearning
- Product-oriented activities
- Digital storytelling
- Writing-to-learn (e.g. with a wiki)
- Project-oriented teaching
- e.g. light-weight C3MS project-based learning models built with with webtops, web widgets, office 2.0 tools etc.)
- Second generation e-learning frameworks
- heavy service-oriented architectures like the e-framework Model that is a combination of Rehak's learning services stack and ideas from social software.
- Through-the-web design and collaboration: e.g. LAMS, DialogPlus Toolkit.
E-learning 2.0 - Orchestration of light-weight pedagogical scenarios with webtops
Abstract
Mashup applications allow to combine contents and services from two or more sources. There are two kinds. Webtops allow to to create personal and/or shared environments that aggregate various information feeds, simple tools or interfaces to various web 2.0 applications from other providers. Programmers may also create mash-up web widgets, e.g. application artifacts resulting from the assembly of other web 2.0 services. In this case Web Mashup = API [1] + API [2] + API [N].
Both variants are of interest to teachers:
- A teacher can easily create a light-weight teaching and learning environment with a webtop, using existing applications
- Teachers can try to lobby programmers or even webtop provides to provide more widgets of interest to education.
Talk Contents
- The C3MS project-based learning model revisited. See also my ICOOL 2003 talk.
- The potential of Webtops for education
- Pageflakes demo (if I can get Internet access).
- The future: Towards educational WebOs' ?