But the concepts identified as Web 2.0 have proved to be highly insightful, even prescient, and are used around the world daily to guide everything from product development to the future of government.
The comparison above gives a cleaner, most succinct sense of what Web Squared is by comparing it to Web 1.0 and classic Web 2.0. It's not necessarily a generation beyond Web 2.0 since many of the concepts are simply more refined or focused
the's relentless growth of devices, network connectivity, and sensors into our lives across our homes, workplaces, and external environment is casting an growing "information shadow" that is increasingly hard to ignore.
"Now this is not the end. ... But it is, perhaps, the end of the beginning" of Web 2.0, many are starting to perceive deeper patterns and concepts within Web 2.0 practices. We can perhaps now see more clearly the next steps towards what some would like to call Web 3.0, and which Tim O'Reilly and John Battelle have decided to dub Web Squared, t
it's a useful evolution of Web 2.0 even if it's not quite as dramatically transformative culturally
Whether this is video search engines built on top of YouTube's content, near real-time language translation using peer production in social communities, or just better product/content recommendation engines remains to be seen.
e-learning is evolving with the World Wide Web as a whole and it's changing to a degree significant enough to warrant a new name: E-learning 2.0.
When we think of learning content today, we probably think of a learning object. Originating in the world of computer-based delivery (CBT) systems, learning objects were depicted as being like lego blocks or atoms, little bits of content that could be put together or organized. Standards bodies have refined the concept of learning objects into a
rigorous form and have provided specifications on how to sequence and organize these bits of content into courses and package them for delivery as though they were books or training manuals
In learning, these trends are manifest in what is sometimes called "learner-centered" or "student-centered" design. This is more than just adapting for different learning styles or allowing the user to change the font size and background color; it is the placing of the control of learning itself into the hands of the learner [5].
In the world of e-learning, the closest thing to a social network is a community of practice, articulated and promoted by people such as Etienne Wenger in the 1990s. According to Wenger, a community of practice is characterized by "a shared domain of interest" where "members interact and learn together" and "develop a shared repertoire of resources."