Winds of change are blowing over the world of learning and development, bringing about a shift from the earlier, structured “top down” learning formats to a more informal learning, facilitated by the advent of Web 2.0 or the “social web”. This presentation discusses the emerging role of Web 2.0 in learning methodologies.
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9. Rocketboom vs Televison
Consumer-brand, video camera; laptop; two lights & a map
Almost zero overhead costs
Very minimal distribution costs (web-delivered)
Global distribution (world wide demand)
Large potential audience
$0 spent on promotion – 100% word of mouth
Engage audience in topical discussions
Audience can submit stories (including their own video
content)
10. Total videos uploaded :
January 28th 2008: 70 million
March 17th 2008: 78.3 million
Videos uploaded per day: over 150,000
20. The Second Life Phenomenon
Residents Logged-In Between 25th April and 2nd May: 340,623
Residents Logged-In Between 18th April and 2nd May: 471,501
Residents Logged-In During Last 1 month: 682,479
Residents Logged-In During Last 2 months : 1,108,840
Total Residents end of March 2008: 13 million+
21. Universities on Second Life
Aarhus Business College University of Toulon, Northern Illinois University
Audiocourses Music Ingemedia institut Ohio University
Production School Montana State University Otis College of Art and Design
Australian Film TV and Radio Murray State University Pellissippi State Technical
School Nanyang Polytechnic Community College
Ball State University Nelson Marlborough Institute Pennsylvania State University
Beach College of Technology San Diego State University
Bradley University New York University - McGhee Savannah College of Art &
Bromley College of Further Division Design
and Higher Education University of Oregon Stanford University
Buena Vista University University of Paisley Texas State University - San
Central Piedmont University of Portsmouth Marcos
Community College Indiana University Towson University
Columbia College Chicago University of Southern University of Alaska Fairbanks
University of Houston - California University of Aveiro
College of Architecture University College - Dublin University of Cincinnati
Harvard University University of North Carolina at University of Hawaii
Chapel Hill University of Minnesota
22. Universities on Second Life
University of Southern Queensland University of Tennessee at •University of Cincinnati
University of Southern Denmark Chattanooga
•University of Hawaii
University of Surrey University of the District of
Columbia - Criminal Justice •University of Minnesota
University of Texas at Dallas
Program •University of Oregon
Vassar College
London College of Communication
University of Milan •University of Paisley
College of New Jersey
Vrije Universiteit Amsterdam •University of Portsmouth
South Central College
RMIT University
Northern Illinois University
University of Hertfordshire
Ohio University
Sprott-Shaw Community College
Otis College of Art and Design
Abo Akademi University
Pellissippi State Technical
Brown University Community College
Nova Southeastern University Pennsylvania State University
University of Illinois At Urbana- San Diego State University
Champaign
Savannah College of Art & Design
Rotterdam University
Stanford University
McMaster University Library
Texas State University - San Marcos
University of Minnesota - Duluth
Towson University
Woodbury University
University of Alaska Fairbanks
University of Aveiro
25. Sept, 27, 2007: 1,850 people across 30 countries picketed IBM
http://www.personneltoday.com/articles/2007/10/02/42611/ibm-locations-on-second-life-picketed-in-virtual-reality.html
26. Blog Away!
Over 70 million
weblogs
120,000 new/day
1.5 m posts/day
1.4 new blogs are
created /second
28. “Web 2.0 is the business revolution in the
computer industry caused by the move to
the Internet as platform, and an attempt to
understand the rules for success on that new
platform”
Tim O’Reilly
Founder, O’Reilly Media
29. Early Web
Early Web Social Web Learning Web
• Personal Web Pages
• Online Encyclopedias
• MP3.com
• Banner Ads
• Online Stores
• Bookstore
• Content Management
• Website Stickiness
• Email Communication
30. Early Web to “Social Web”
Early Web Social Web Learning Web
• Personal Web Pages Blogs
• Online Encyclopedias Wikipedia
• MP3.com itunes
• Banner Ads Google Adsense
• Online Stores Ebay Auctions
• Bookstore Book Reviews
• Content Management Wikis
• Website Stickiness Democratic syndication
• Email Communication MySpace/Facebook
31. World Wide Web transition
Web 1.0 > rigidly structured and content available to
the user through technology
Web 2.0 > an "architecture of participation" with
users at the central core
The architecture of participation is based on social
software
users can generate and edit their own content
33. Enterprise 2.0
From tech enthusiasts and kids to popular corporate tools
ChangeWave Research’s benchmark survey on Web 2.0 with
2,081 companies (Jan, 2008):
- 24% companies already use Web 2.0 social software.
- 8% will begin using it in the next 12 months.
- Wikis (20%), Blogs (18%), and Social Networking (15%) are attracting
the most attention.
- future users think Blogs (26%) and Social Networks (21%) will be most
beneficial.
http://www.changewave.com/freecontent/viewalliance.html?source=/freecontent/2008/01/allian
ce-010808-Business_Gets_Social.html
34. Enterprise 2.0
39% of respondents to ChangeWave Research’s survey
report their company is very or somewhat willing to use Web
2.0 social software for business purposes
35. eLearning 2.0
Corporate Web 2.0 is increasingly incorporating “eLearning
2.0” as a strategic L&D methodology
eLearning 2.0 is based on social software tools that combine:
- easy content creation
- web delivery
- integrated collaboration
eLearning 2.0 driven and directed by the learner
Sharing and learning is an organic action in eLearning 2.0
36. The eLearning Evolution
E-Learning 1.0 E-Learning 2.0
Main •Courseware •Wikis
Components •LMSs •Social networking and
•Authoring tools bookmarking tools
•Blogs
•Add-ins
•Mash-ups
Ownership Top-down, Bottom-up,
one-way learner-driven,
peer learning
Development Time Long None
Content Size 60 minutes 1 minute
Access Time Prior to work During work
Virtual Meetings Class Peers, Experts
Delivery At one time When you need it
Content Access LMS Search, RSS feed
Driver ID Worker
Content creator ID User
37. Application of Social Web to Learning
Social Web Learning Web
Blogs Focused topic forums
Wikipedia Corporate “pedias”
itunes Sharing Learning Bits
Google Adsense Personalized Learning Plan
Ebay Auctions Peer-to-peer learning market
Book Reviews Content, Mentor Reviews
Wikis Knowledge Management
Democratic syndication Learning syndication
MySpace/Facebook Social Learning Network
38. Traditional Learning Management Model
Learning Portal --Formal
Learning Portal Formal
Job-specific
Job-specific
LMS – Learning Portal Skills
Skills
New Hire
New Hire
Orientation Computer
Computer
Orientation Sales Process Leadership Applications
Sales Process Leadership Applications
Safety
Safety Product
Product
Knowledge
Knowledge
40. Application of Social Web to Learning
Early Web Social Web Learning Web
• Personal Web Pages Blogs Focused topic forums
• Online Encyclopedias Wikipedia Corporate “pedias”
• MP3.com itunes Sharing Learning Bits
• Banner Ads Google Adsense Personalized Learning Plan
• Online Stores Ebay Auctions Peer-to-peer learning market
• Bookstore Book Reviews Content, Mentor Reviews
• Content Management Wikis Knowledge Management
• Website Stickiness Democratic syndication Learning syndication
• Email Communication MySpace/Facebook Social Learning Network
46. Search
SLATES
Intranet layouts and navigation aids can help but...
Users are increasingly bypassing these in favor of
keyword searches:
- One or a combination of the words used to find
matching web assets.
- Popularized during the early days of search engine
development.
- Modern search engines have methods for determining
which words in a search string are important and ought
to be treated as keywords.
Is it easier to find information on your Intranet or
Internet?
Search scope? Internal or external?
47.
48.
49.
50.
51. Link
SLATES
Links
Links are an excellent guide to what is
important and provides structure to
online content.
The “best” pages are the ones most
frequently linked to..Google is worth
Billions by tweaking their search
algorithm to account for this.
Works best with dense link structure that
changes over time and reflects the
opinion of many people
Contrast the Intranet versus Internet
Power to the people to build links
52. Authoring
SLATES
All employees have something to contribute and most
want to have:
- Knowledge
- Insight
- Experience
- A Comment
- A Fact
- An Edit
- A link...etc
Blogs and Wikis are ways to provide for authorship
and to elicit contributions easily
- Blogs - let people author individually, content
is cumulative
- Wikis - Wikis enable group authorship, content
is iterative
53. Tags
SLATES
The second thing users want most after search is
better “categorization of content”
Many sites outsource the categorization to users:
- Flickr for Photos
- Technorati for blogs
- del.ico.us for website bookmarks
This categorization system is called “folksonomy” – a
categorization system developed over time by folks.
Opposite of the upfront expert developed
categorization scheme
Actual vs Planned
Makes information more visible to fellow employees
54.
55. Extension
SLATES
Take tagging one step further...use machines
Automate the work of tagging and pattern matching
Automatically recommend
Let's go even further...
- Lets provide a thumbs up or thumbs down or
rating service.
- Over time we can learn what you find most
interesting and important.
- We can then recommend choices to you based on
your past behavior.
56.
57. Signals
SLATES
Even with all the tools mentioned users can still feel
overwhelmed.
So much new content is added it can seem like a full time
job to maintain it.
Users need to be notified in some way when new content
is posted.
Remember...no more push, we need pull....email alerts just
overload us...
RSS : Really Simple Syndication:
- Generates a short notice every time new content is added
- Aggregators (Outlook, Thunderbird) periodically queries
sites of interest
- Eliminates the need for constant surfing to check for
changes
58. Personal Learning Environments (PLE) Evolution
Helps individuals to access, aggregate, configure and
manipulate digital artefacts of their ongoing learning
experiences.
Aims to bring different articles of learning under a single
operating roof
Integrates with the digital services to which the individual
currently subscribes. These could be:
- The VLE,
- The workplace LMS
- A collection of Web 2.0 services
60. PLE- Driving Forces
Conceptualised to overcome the constraints of
institutionalized VLEs and LMSs
Progressive learning practices are increasingly moving to
student centered processes creating space for PLEs
Can solve the daily problem of login identification by storing
and safeguarding the data for automatic application
61.
62. The Future
The success of PLEs (those which are independent of
commercial VLEs) will depend on:
- the ease of implementation and use
- interoperability
- learner and institutional administrator confidence
63. Sun Microsystems - A Case Study
Sun provides network computing infrastructure solutions
A Fortune 200 company
Registered over 11,000 patents and dedicate over $2 billion
dollars per year to R&D
Over 34,000 employees
Operate in over 100 countries
More than half of Sun’s sales and service revenue comes
from outside the U.S.
65. Sun Microsystems
Web 2.0 in Sun L&D strategy
Learning 1.0 Learning 2.0
Structured Learning Collaborative Learning
ILT, WBT, Virtual Blogs, Wikis, Informal
Learning
Top-down, Push Self-service, Pull
Centralized content User generated content
Taxonomies Tags
Company identified experts Community identified
experts
Scheduled and planned Real time, on demand
Localised search Google-like searching
72. Retention
Listen
> Include employees in the
online conversation
Engage
> Use social utilities to
foster comparison and
discussion
> Include Yahoo Answers-
style knowledge sharing
Trust
> Make sure the social
utilities narrow to the
learning objectives
Optimize
> Focus results on
employee interest and
enthusiasm
> Incorporate the CLE into
the employees’ work
74. Project K
Engineering codename for the CLE implementation
K stands for Russian word “Kukolka” which can be
translated as “Chrysalis”
One stop for learner at Sun
Formal and informal learning combined together
79. Learning on the Move
Characteristics of the “Mobile Platform”
• Full life cycle for User Generated Content (UGC)
• Mobilize Learning – Just in Time
• Three Types of User Access
> Mobile (iPhone/iPod) Streaming MP4
> Desktop Mode Streaming Flash
> RSS Subscription via iTunes (offline mode)
80. Content for Mobile Platform
Leverage existing components and systems where
possible... more of an assembly than a build from scratch
> Content Syndication
> Content Aggregation
UGC
> As easy to upload content as YouTube
> Auto encoding to MP4(H.264 / Flash)
> Auto publishing to all delivery channels
Recording Stations at key facilities for novices or equipment
challenged
81.
82. Virtual Worlds
Sun believes
Virtual worlds hold great potential
> Education, collaboration, eco-responsibility, global reach
These environments are
> Non- threatening
> Great ways to enhance and encourage knowledge sharing
> Very dynamic and engaging
> Sun customers, partners and those interested in Sun are there looking
for Sun
> People are here – it's a high-touch environment
> Conversations are more open and honest
> Community develops at a more rapid rate.
83. Sun Usage of Virtual Worlds
Create awareness of our products and solutions
> Via creating replicas
> Inworld chat sessions / product launches
> Community events
• Creation of communities
> Developer network
> General newsgroup
> Access to other groups eg SLJUG / UNIX etc
> Building environment
84. Sun Usage of Virtual Worlds
Encouraging experimenting of 3D environments
Team meetings (instead of conference calls)
All hands meetings (CEC)
Digital Libraries & Research events (ex. Technical knowledge
and information available at Sun)
Leverage ongoing marketing activities
Provide limited inworld support
Sun Museum
86. eLearning 3.0
3D web: the web becomes a virtual environment we can
walk through: real time classes on the web.
Pervasive web: the internet will be everywhere around us,
not just on hand-held devices but on wearable ones too:
extending the concept of anywhere anytime learning
87. Change is inevitable and trends in eLearning are no
exception. Mobile devices, multi-channel learning,
and "mashups" of many technologies make the
future of eLearning, in a word,
EXCITING!