1. Survey the landscape of Web 2.0 practices: Potential and challenges for social inclusion Professor Gráinne Conole, Open University, UK Rethinking social inclusion through Web 2.0 University of Turku, 28 th April 2010 http://cloudworks.ac.uk/cloud/view/3444
3. Evidence from the literature Changing technologies Abundance of free online content and tools Ubiquitous, networked access Increase in mobile and smart devices Changing learners Grown up ‘digital’, technologically immersed Task-orientated, group-based, ‘just in time’ Comfortable with multiple representations Implications for education?
4. From Web 1.0 to Web 2.0 New tools… new practices Shift from: Web 1.0 – content repository and static information Web 2.0 – user generated content and social mediation Web 2.0 Sharing Communicating Networking Interacting Media sharing Blogs & wikis Social networking Virtual worlds
6. A Tweet is simply 140 characters… Examples of use Posting queries Commenting Backchannel Crowdsourcing Gathering opinions Sharing events/ideas Brainstorming Social presence Issues Your ‘a-ha’ moment The right network Your digital voice Inappropriateness Personal/private Too much! Use with other tools A passing fad?
7. I haven’t got enough time in my first life! Examples of use Archeological dig Cyber-law Virtual exhibitions Language schools Medical wards Gifted kids workshops De-schooling spaces Virtual conferences Issues Technical barriers Cultural Time Aimless/empty Replicating real-life Identity Misuse Commercial use
8. A typology of Web 2.0 technologies Conole and Alevizou, 2010, Review of Web 2.0 tools in Higher Education http://cloudworks.ac.uk/cloudscape/view/1895 Technology Examples Media sharing Flckr, YouTube, Slideshare, Sketchfu Media manipulation and mash ups Geotagged photos on maps, Voicethread Instant messaging, chat, web 2.0 forums MSN, Paltalk, Arguementum Online games and virtual worlds WorldofWarcraft, SecondLife Social networking Facebook, Myspace, Linkedin, Elgg, Ning Blogging Wordpress, Edublog, Twitter Social bookmarking Del.icio.us, Citeulike, Zotero Recommender systems Digg, LastFm, Stumbleupon Wikis and collaborative editing tools Wikipedia, GoogleDocs, Bubbl.us Syndication/RSS feeds Bloglines, Podcast, GoogleReader
9. Web pages Social bookmarking File sharing sites Mash ups Google wave Blogs Twitter Wikis Virtual worlds Online games Social networking sites Email Forums Instant messaging Audio conferencing Video conferencing Communication Interactivity Redefining ICT… Information and Communication Technologies
10. Affordances (Gibson) A ll "action possibilities" latent in an environmen t… but always in relation to the actor and therefore dependent on their capabilities. For instance, a set of steps 4 feet high does not afford the act of climbing if the actor is a crawling infant. User-generated content Peer critiquing Open Social collective Networked Participatory Personalised Inquiry-based Exploratory
11. Mapping to pedagogy Pedagogies Web 2.0 tools & practices Personal learning Ability to personalise, use of RSS feeds and mash ups Situated, experiential, problem-based learning, role play Location aware devices, Virtual worlds, online games Inquiry or resource-based learning Google, media sharing repositories, tools to support user-generated content Reflective and dialogic learning Blogs and e-portfolios, wikis Communities of Practice Social networking tools
12. The gap between promise and reality Little impact on the mainstream Limited use of free resources Replication of ‘traditional’ teaching Scratching the surface of the potential
13. Implications for education Digital literacy skills The importance of context Institutional barriers Digital identity
14. Digital skills (Jenkins, et al., 2008) Play Performance Appropriation Multi-tasking Distributed cognition Collective intelligence Judgment Transmedia navigation Networking Simulation Visualisation Negotiation
15. The importance of context Western hegemony Religious or cultural differences Language barriers Using content across contexts