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Carlos Quintero

Innovate: Future Learning Landscapes: Transforming Pedagogy through Social Software - 0 views

  • Web 2.0 has inspired intense and growing interest, particularly as wikis, weblogs (blogs), really simple syndication (RSS) feeds, social networking sites, tag-based folksonomies, and peer-to-peer media-sharing applications have gained traction in all sectors of the education industry (Allen 2004; Alexander 2006)
  • Web 2.0 allows customization, personalization, and rich opportunities for networking and collaboration, all of which offer considerable potential for addressing the needs of today's diverse student body (Bryant 2006).
  • In contrast to earlier e-learning approaches that simply replicated traditional models, the Web 2.0 movement with its associated array of social software tools offers opportunities to move away from the last century's highly centralized, industrial model of learning and toward individual learner empowerment through designs that focus on collaborative, networked interaction (Rogers et al. 2007; Sims 2006; Sheely 2006)
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  • learning management systems (Exhibit 1).
  • The reality, however, is that today's students demand greater control of their own learning and the inclusion of technologies in ways that meet their needs and preferences (Prensky 2005)
  • Tools like blogs, wikis, media-sharing applications, and social networking sites can support and encourage informal conversation, dialogue, collaborative content generation, and knowledge sharing, giving learners access to a wide range of ideas and representations. Used appropriately, they promise to make truly learner-centered education a reality by promoting learner agency, autonomy, and engagement in social networks that straddle multiple real and virtual communities by reaching across physical, geographic, institutional, and organizational boundaries.
  • "I have always imagined the information space as something to which everyone has immediate and intuitive access, and not just to browse, but to create” (2000, 216). Social software tools make it easy to contribute ideas and content, placing the power of media creation and distribution into the hands of "the people formerly known as the audience" (Rosen 2006).
  • the most promising settings for a pedagogy that capitalizes on the capabilities of these tools are fully online or blended so that students can engage with peers, instructors, and the community in creating and sharing ideas. In this model, some learners engage in creative authorship, producing and manipulating digital images and video clips, tagging them with chosen keywords, and making this content available to peers worldwide through Flickr, MySpace, and YouTube
  • Student-centered tasks designed by constructivist teachers reach toward this ideal, but they too often lack the dimension of real-world interactivity and community engagement that social software can contribute.
  • Pedagogy 2.0: Teaching and Learning for the Knowledge Age In striving to achieve these goals, educators need to revisit their conceptualization of teaching and learning (Exhibit 2).
  • Pedagogy 2.0: Teaching and Learning for the Knowledge Age In striving to achieve these goals, educators need to revisit their conceptualization of teaching and learning
  • Pedagogy 2.0 is defined by: Content: Microunits that augment thinking and cognition by offering diverse perspectives and representations to learners and learner-generated resources that accrue from students creating, sharing, and revising ideas; Curriculum: Syllabi that are not fixed but dynamic, open to negotiation and learner input, consisting of bite-sized modules that are interdisciplinary in focus and that blend formal and informal learning;Communication: Open, peer-to-peer, multifaceted communication using multiple media types to achieve relevance and clarity;Process: Situated, reflective, integrated thinking processes that are iterative, dynamic, and performance and inquiry based;Resources: Multiple informal and formal sources that are rich in media and global in reach;Scaffolds: Support for students from a network of peers, teachers, experts, and communities; andLearning tasks: Authentic, personalized, learner-driven and learner-designed, experiential tasks that enable learners to create content.
  • Instructors implementing Pedagogy 2.0 principles will need to work collaboratively with learners to review, edit, and apply quality assurance mechanisms to student work while also drawing on input from the wider community outside the classroom or institution (making use of the "wisdom of crowds” [Surowiecki 2004]).
  • A small portion of student performance content—if it is new knowledge—will be useful to keep. Most of the student performance content will be generated, then used, and will become stored in places that will never again see the light of day. Yet . . . it is still important to understand that the role of this student content in learning is critical.
  • This understanding of student-generated content is also consistent with the constructivist view that acknowledges the learner as the chief architect of knowledge building. From this perspective, learners build or negotiate meaning for a concept by being exposed to, analyzing, and critiquing multiple perspectives and by interpreting these perspectives in one or more observed or experienced contexts
  • This understanding of student-generated content is also consistent with the constructivist view that acknowledges the learner as the chief architect of knowledge building. From this perspective, learners build or negotiate meaning for a concept by being exposed to, analyzing, and critiquing multiple perspectives and by interpreting these perspectives in one or more observed or experienced contexts. In so doing, learners generate their own personal rules and knowledge structures, using them to make sense of their experiences and refining them through interaction and dialogue with others.
  • Other divides are evident. For example, the social networking site Facebook is now the most heavily trafficked Web site in the United States with over 8 million university students connected across academic communities and institutions worldwide. The majority of Facebook participants are students, and teachers may not feel welcome in these communities. Moreover, recent research has shown that many students perceive teaching staff who use Facebook as lacking credibility as they may present different self-images online than they do in face-to-face situations (Mazer, Murphy, and Simonds 2007). Further, students may perceive instructors' attempts to coopt such social technologies for educational purposes as intrusions into their space. Innovative teachers who wish to adopt social software tools must do so with these attitudes in mind.
  • "students want to be able to take content from other people. They want to mix it, in new creative ways—to produce it, to publish it, and to distribute it"
  • Furthermore, although the advent of Web 2.0 and the open-content movement significantly increase the volume of information available to students, many higher education students lack the competencies necessary to navigate and use the overabundance of information available, including the skills required to locate quality sources and assess them for objectivity, reliability, and currency
  • In combination with appropriate learning strategies, Pedagogy 2.0 can assist students in developing such critical thinking and metacognitive skills (Sener 2007; McLoughlin, Lee, and Chan 2006).
  • We envision that social technologies coupled with a paradigm of learning focused on knowledge creation and community participation offer the potential for radical and transformational shifts in teaching and learning practices, allowing learners to access peers, experts, and the wider community in ways that enable reflective, self-directed learning.
  • . By capitalizing on personalization, participation, and content creation, existing and future Pedagogy 2.0 practices can result in educational experiences that are productive, engaging, and community based and that extend the learning landscape far beyond the boundaries of classrooms and educational institutions.
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    About pedagogic 2.0
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    Future Learning Landscapes: Transforming Pedagogy through Social Software Catherine McLoughlin and Mark J. W. Lee
cheryl capozzoli

Nxtbook Media - Today's Digital Publishing Solution: Newsstand - 0 views

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    A great resource of online magazines.... some great titles
Scott Shephard

Weblogg-ed » Don't, Don't, Don't vs. Do, Do, Do - 11 views

  • I wondered aloud to some administrators and teachers later if the stiff policies spoke volumes about what they weren’t teaching in their classrooms K-12 as their students went through the system. I mean wouldn’t it seem that if kids were taught throughout the curriculum about the ethical and appropriate use of computers and the Internet that much more of that policy could be spent going over what students could actually do with the computer rather than the “don’t dos” that were listed? At that point, we’d probably have to change the name to an “Admirable Use Policy” or something, but imagine if students walked in on the first day of class, picked up that policy and read things like:
  • “Do use our network to connect to other students and adults who share your passions with whom you can learn.” “Do use our network to help your teachers find experts and other teachers from around the world.” “Do use our network to publish your best work in text and multimedia for a global audience.” “Do use our network to explore your own creativity and passions, to ask questions and seek answers from other teachers online.” “Do use our network to download resources that you can use to remix and republish your own learning online.” “Do use our network to collaborate with others to change the world in meaningful, positive ways.”
Evelyn Izquierdo

Come join Podcasting for the ESL/EFL Classroom - 20 views

Hi all! Happy New Year! Here is an invitation for you. Come join Podcasting for the ESL/EFL Classroom, a totally free, 5-week, hands-on, TESOL - Electronic Village Online (EVO) workshop aimed at ...

podcasting web2.0 technology tools resources Teaching learning

started by Evelyn Izquierdo on 05 Jan 12 no follow-up yet
David McGavock

CK12.ORG - FlexBooks - 41 views

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    "About CK-12 Foundation Traditional textbooks are both expensive and rigid. FlexBooks conform to national and state textbook standards. They are free, easy to update and easy to customize. With FlexBooks, you can customize your textbooks to support your innovative work in the classroom. The CK-12 Foundation provides FlexBooks free to anyone who wants to use them."
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
Maggie Verster

Free eBooks, Books, Online Reading, Digital Library - Globusz Publishing - 1 views

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    "Getting IT Right" is for folks who have no clue about Information Technology and its ability in bettering our day-to-day lives. It introduces novices into the world of IT and helps in knowing what's in store by becoming computer savvy. This book serves as a primer and makes the reader aware of what IT can do and how much can be accomplished by harnessing its power. Learning IT is not that tough as it is being made out. Mind you, without IT skills you are nowhere in today's workplace. This book would help you form an idea what IT is all about and prepare you to pick up the rudiments of IT.
mbarek Akaddar

Intervue - 17 views

shared by mbarek Akaddar on 29 Mar 11 - Cached
  • Intervue is a quick and easy tool for publishers who are looking to gather short video responses online from anyone with a webcam.
Denis S

Simple, Social, and Snazzy Storytelling with Storybird - 30 views

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    You want to earn a big extra income? Be one of our Agents now on Studybooking.com. Registration is FREE you only need to share our website link in any social websites. For more details visit our website www.studybooking.com and contact us to info@studybooking.com
Michele Rosen

TouchCast - 0 views

shared by Michele Rosen on 03 Jul 13 - No Cached
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    This is a truly amazing iPad app and 'soon to be launched' download for PCs which replaces a whole TV crew and studio. Capture your video and audio use like adjusting the sound levels, an in-build teleprompter and green screen effects to make spectacular footage. Edit your video directly in the app and add images, websites and Twitter feed as cutaways sections of the screen. You can publish online and export to YouTube. Download the app at https://itunes.apple.com/us/app/touchcast/id603258418 http://ictmagic.wikispaces.com/Video%2C+animation%2C+film+%26+Webcams
scidocpublishers

Journal on Stem Cells Research: - 0 views

International Journal of Stem Cell Research and Transplantation\n(IJST)  ISSN:2328-3548, is a free, Open  Access, Peer-reviewed,  exclusive online journal covering areas of\nStem cel...

Journal on stem cells research stem cells Cell bank Stem cell treatments Adult stem cell

started by scidocpublishers on 06 Nov 15 no follow-up yet
shahbazahmeed

fghfhgfhg - 0 views

America America America America America America America America America America America America America America America America America America America America America America America America Ameri...

web2.0 education technology

started by shahbazahmeed on 11 May 21 no follow-up yet
Fabian Aguilar

The End in Mind » An Open (Institutional) Learning Network - 2 views

  • There are components of an open learning network that can and should live in the cloud: Personal publishing tools (blogs, personal websites, wikis) Social networking apps Open content Student generated content
  • Some tools might straddle the boundary between the institution and the cloud, e.g. portfolios, collaboration tools and websites with course & learning activity content.
  • Other tools and data belong squarely within the university network: Student Information Systems Secure assessment tools (e.g., online quiz & test applications) Institutional gradebook (for secure communication about scores, grades & feedback) Licensed and or proprietary institutional content
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  • To facilitate the relationships between students and teachers, students and students, and students and content, universities need to provide students the ability to input additional information about themselves into the institutional repository, such as: URLs & RSS feeds for anything and everything the student wants to share with the learning community Social networking usernames (probably on an opt-in basis) Portfolio URLs (particularly to simplify program assessment activities) Assignment & artifact links (provided and used most frequently via the gradebook interface)
  • Integrating these technologies assumes: Web services compatibility to exchange data between systems and easily redisplay content as is or mashed-up via alternate interfaces RSS everywhere to aggregate content in a variety of places
  • While there’s still a lot of work to do, this feels like we’re getting closer to something real and doable. Thoughts?
anonymous

Free Tools to Capture, Edit, Save and Share Screenshots - 1 views

  • Screenshots are used for different purposes. As a blogger, I use screenshots almost evreryday to illustrate posts I publish here in educational technology and Mobile learning. As a teacher, I need screenshots to share with my students especially when it comes to explaining a process or a concept.There are actually several free sreenshot taking tools that you can find online and most of which come in as handy extensions for Chrome or Firefox. Windows and Mac have also their built-in softwares for users to easily grab a snapshot of their screens.However, if you want to explore some more free elaborate and awesome tools for screenshot taking then I try out some from the lis
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    free screen capture tools for teachers
Hare Marke

Buy Google Verified Reviews - - 0 views

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    Buy Google Verified Reviews Introduction In essence, Google Verified Reviews are a mechanism for Google to confirm that the reviews that show up on a search results page are legitimate and not spam. Google accomplishes this by confirming the reviewer's identification and the fact that they actually have an account with the company they are evaluating. This verification procedure is intended to help raise the caliber of reviews that show up on Google and assist companies in gaining the trust of prospective clients. Buy Google Verified Reviews What Are Google Verified Reviews? In essence, Google Verified Reviews are a mechanism for Google to confirm that the reviews that show up on a search results page are legitimate and not spam. Google accomplishes this by confirming the reviewer's identification and the fact that they actually have an account with the company they are evaluating. This verification procedure is intended to help raise the caliber of reviews that show up on Google and assist companies in gaining the trust of prospective clients. Buy Google Verified Reviews Customers who see Google Verified Reviews can be sure that the testimonials are from actual clients and not from fictitious accounts. This can increase a company's prospects of gaining more business by fostering trust with potential clients. You may grow your business and establish credibility by using Google Verified Reviews. with prospective clients. To get your clients to leave Google Verified Reviews for your company, follow the above instructions. Why Google Verified Customer Reviews Are Important? Customer reviews are significant, as you are aware as a business owner. After all, one of the key ways that prospective clients find out about your organization is through customer reviews. Also, in today's digital environment, the majority of prospective clients will conduct a fast Google search to read your customer reviews before choosing to do business with you. Buy Google Verified Re
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