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Allison Kipta

The AppGap» Reviews - Web apps for work; reviews + commentary; Work 2.0, Web ... - 18 views

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    The AppGap is a blog and resource on the future of work and how new tools are addressing age-old challenges of organization, collaboration, and creation. But it is also an idea: that there remains a gap between the toolset that exists and what's needed.
Lisa Thumann

Amazing Web 2 Projects.pdf (application/pdf Object) - 0 views

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    via Kathy Schrock "...Terry Freedman has collected a ton of practical, useful, and pedagogical ways to utilize Web 2.0 tools to support teaching and learning in this no-coast, downloadable publication"
J Black

The Three-E Strategy for Overcoming Resistance to Technological Change (EDUCAUSE Quarte... - 0 views

  • According to a 2007 Pew/Internet study,1 49 percent of Americans only occasionally use information and communication technology. Of the remaining 51 percent, only 8 percent are what Pew calls omnivores, “deep users of the participatory Web and mobile applications.”
  • Shaping user behavior is a “soft” problem that has more to do with psychological and social barriers to technology adoption. Academia has its own cultural mores, which often conflict with experimenting with new ways of doing things. Gardner Campbell put it nicely last year when he wrote, “For an academic to risk ‘failure’ is often synonymous with ‘looking stupid in front of someone’.”2 The safe option for most users is to avoid trying something as risky as new technology.
  • The first instinct is thus to graft technology onto preexisting modes of behavior.
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  • First, a technology must be evident to the user as potentially useful in making his or her life easier (or more enjoyable). Second, a technology must be easy to use to avoid rousing feelings of inadequacy. Third, the technology must become essential to the user in going about his or her business. This “Three-E Strategy,” if applied properly, has been at the core of every successful technology adoption throughout history.
  • Technology must be easy and intuitive to use for the majority of the user audience—or they won’t use it.
  • Complexity, however, remains a potent obstacle to realizing the goal of making technology easy. Omnivores (the top 8 percent of users) revel in complexity. Consider for a moment how much time some people spend creating clothes for their avatars in Second Life or the intricacies of gameplay in World of Warcraft. This complexity gives the expert users a type of power, but is also a turnoff for the majority of potential users.
  • Web 2.0 and open source present another interesting solution to this problem. The user community quickly abandons those applications they consider too complicated.
  • any new technology must become essential to users
  • Finally, we have to show them how the enhanced communication made possible through technologies such as Web 2.0 will enhance their efficiency, productivity, and ability to teach and learn.
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    First, a technology must be evident to the user as potentially useful in making his or her life easier (or more enjoyable). Second, a technology must be easy to use to avoid rousing feelings of inadequacy. Third, the technology must become essential to the user in going about his or her business. This "Three-E Strategy," if applied properly, has been at the core of every successful technology adoption throughout history.
Steve Hargadon

Classroom 2.0 - 0 views

shared by Steve Hargadon on 15 Mar 09 - Cached
  • Welcome to www.Classsroom20.com, the social networking site devoted to those interested in the practical application of computer technology (especially Web 2.0) in the classroom and in their own professional development. Especially we hope that those who feel they are "beginners" will find this a comfortable place to start being a part of the community dialog and to learn more.
    • anonymous
       
      Classroom20 social network over 1000 members and growing, forums, blogs - very active community - definitely worth joining. Not sure however that Ning is the best platform. Am thinking that something like ectolearning.com might be more suitable even though it isn't as "jazzy" as Ning.
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    Classroom 2.0
David Wetzel

Wiki or Blog: Which is Better? - 0 views

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    Both wikis and blogs provide teachers with a a dynamic process for integrating Web 2.0 technology in their science and math classes. These two types of online tools offer students a more engaging process for learning. Both are relatively easy tools which do not require teachers or students to learn any special program tools or computer skills. Their uses and applications are only limited by the vision and purpose for helping students learn.
Jose Paulo Santos

World Mosaic Created From 1001 Web 2.0 Logos - 0 views

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    Amazing and useful work!
James OReilly

Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments... - 0 views

shared by James OReilly on 13 Dec 08 - Cached
  • Virtual 3-D Healthcare Learning Environments
  • The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine.
  • Roger’s Diffusion of Innovations Theory
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  • Siemens’ Connectivism Theory
  • accelerating momentum
  • there are some fundamental questions which remain unanswered.
  • it is beneficial to address while the race to adopt and implement highly engaging Web 3-D virtual worlds is watched in healthcare professional education
  • Therefore, Roger’s Diffusion of Innovations Theory [5] and Siemens’ Connectivism Theory [6] for today’s learners will serve as theoretical frameworks for this paper.
  • A 3-D virtual world, also known as a Massively Multiplayer Virtual World (MMVW), is an example of a Web 2.0/Web 3-D dynamic computer-based application.
  • applications that enable social publishing, such as blogs and wikis
  • the most popular virtual world used by the general public is Linden Lab’s Second Life (SL)
  • Who would imagine attending medical school in a virtual world?
  • US agencies, such as the Centers for Disease Control and the National Institutes of Health conduct meetings in SL to discuss the educational potential of SL
  • virtual medical universities exist all over the world
  • The term “avatar” is an old Sanskrit word portraying a deity which takes on a human shape
  • Trauma Center
  • Virtual worlds are currently being used as educational spaces [1] and continue to grow in popularity on campuses and businesses worldwide. Furthermore, access to versions of virtual worlds on the Web, such as “Croquet,” “Uni-Verse,” and “Multiverse” are predicted within two to three years to be mainstream in education
  • there are reported advantages to having students engage in these emerging technologies
  • By allowing students time to interact with other avatars (eg, patients, staff members, and other healthcare professionals) in a safe, simulated environment, a decrease in student anxiety, an increase in competency in learning a new skill, and encouragement to cooperate and collaborate, as well as resolve conflicts, is possible.
  • High quality 3-D entertainment that is freely accessible via Web browsing facilitates engagement opportunities with individuals or groups of people in an authentic manner that illustrates collective intelligence
  • Advanced Learning and Immersive Virtual Environment (ALIVE) at the University of Southern Queensland
  • health information island
  • Problem-based learning groups enrolled in a clinical management course at Coventry University meet in SL and are employed to build learning facilities for the next semester of SL students. This management course teaches students to manage healthcare facilities and is reported to be the first healthcare-related class to use SL as a learning environment.
  • Another example of a medical school using SL is St. George’s Medical School in London.
  • Stanford University medical school
  • Another virtual world project developed by staff at the Imperial College in London, in collaboration with the National Physical Lab in the United Kingdom, is the Second Health Project
  • Mesko [35] presents the top 10 virtual medical sites in SL.
  • The development and use of 3-D virtual worlds in nursing education is increasing.
  • Some educators may balk at adopting this technology because there is a learning curve associated with the use of 3-D virtual worlds.
  • Let’s have fun, explore these fascinating worlds and games, and network with others while respecting diverse ways of life-long learning and current researchers’ findings.
  • there is an underlying push in higher education to adopt these collaborative tools and shift the paradigm from a traditional Socratic method of education to one possessing a more active and interactive nature
  • One may view online virtual worlds and serious gaming as a threat to the adoption and purchase of high-fidelity computerized patient-simulation mannequins that are currently purchased for healthcare-profession training. For example, nurses may login into SL and learn Advanced Cardiac Life Support at their convenience, and it costs virtually nothing for the nurse and perhaps a nominal fee for the developer.
  • The educational opportunity in SL may not be a replacement for the doctor- or nurse-patient interaction or relationship, but SL may serve as an adjunct or pre- or post-learning tool.
  • one recalls when critics questioned the validity and reliability of the stethoscope invented by Laennec in 1816 and how today it is second nature to use this assessment tool.
  • 2006 health fair
Clif Mims

Preezo - Presentations for the Web - 0 views

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    An Ajax web application that gives you the power to create and share professional quality presentations over the web without software or plugins.
Ampere Software

Dot Net Software Development Services - 0 views

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    Ampere Software offer software development services of a whole department of highly experienced .NET programmers. We have expertise in Microsoft .Net Framework, .NET 3.5, .NET 2.0, C#, ASP.NET, XML, AJAX, PHP, MySQL, Adobe Flex, HTML, CSS, XML and Web Services etc.
Cheska Lorena

The Best Web 2.0 Applications For Education - 2010 | Larry Ferlazzo's Websites of the D... - 0 views

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    Larry Ferlazzo's annual post on most popular applications
LUCIAN DUMA

BLOGGING 2.0 IN EDUCATION in XXI CENTURY: 3 applications for new twitter who change soc... - 0 views

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    3 applications for new twitter who change social web : hoverme , qwerly and lazyscope
LUCIAN DUMA

ELEARNING TEHNOLOGY. Profilactic a place for my tools and applications web 2.0 . - 0 views

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    ELEARNING TEHNOLOGY
Judy Robison

Larry Ferlazzo's >The Best Web 2.0 Applications For Education - 2007 - 0 views

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    I will be prioritizing this list. I'll start off with the fourteenth best and end with what I think is the best one. Fourteen might seem like a strange number, but I just couldn't reduce it any further. Please let me know if you agree, disagree, and/o
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