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Web 2.0 in Education

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A presentation at 2008 SITE International Conference, Las Vegas, Nevada, March 4, 2008
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Web 2.0 in Education Web 2.0 in Education Steve C. Yuen, Ph.D. Steve C. Yuen, Ph.D. Professor Professor The University of Southern Mississippi The University of Southern Mississippi E E - - mail: mail: [email protected] [email protected] and and Patrivan K. Yuen Patrivan K. Yuen Technical Services/Systems Librarian Technical Services/Systems Librarian William Carey University William Carey University E E - - mail: [email protected] mail: [email protected] 2008 SITE International Conference, Las Vegas, Nevada, March 4, 2008
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Page 1: Web 2.0 in Education

Web 2.0 in EducationWeb 2.0 in Education

Steve C. Yuen, Ph.D.Steve C. Yuen, Ph.D.ProfessorProfessor

The University of Southern MississippiThe University of Southern MississippiEE--mail: mail: [email protected]@usm.edu

andandPatrivan K. YuenPatrivan K. Yuen

Technical Services/Systems LibrarianTechnical Services/Systems LibrarianWilliam Carey UniversityWilliam Carey University

EE--mail: [email protected]: [email protected]

2008 SITE International Conference, Las Vegas, Nevada, March 4, 2008

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Digital ShiftDigital Shift

““Our students have changed radically. Our students have changed radically. TodayToday’’s students are no longer the s students are no longer the people our educational system was people our educational system was designed to teachdesigned to teach .”

Marc PrenskyMarc Prensky

Prensky, M. (2001). Digital Natives, Digital Immigrants.

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Net GenerationNet Generation

•• By age 21, the average Net Geners will have spent:By age 21, the average Net Geners will have spent:–– 10,000 hours on cell phones10,000 hours on cell phones–– 10,000 hours playing video games10,000 hours playing video games–– over 20,000 hours watching TVover 20,000 hours watching TV–– over 250,000 sending/receiving emails and IMsover 250,000 sending/receiving emails and IMs–– watched over 500,000 TV commercialswatched over 500,000 TV commercials–– less than 5,000 hours readingless than 5,000 hours reading

•• Computer games, email, the Internet, cell phones, mp3, Computer games, email, the Internet, cell phones, mp3, flickr, Facebook, YouTube are integral parts of their lives.flickr, Facebook, YouTube are integral parts of their lives.

Prensky, M. (2001). Digital Natives, Digital Immigrants.

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Pew Internet & American Life ProjectPew Internet & American Life Project

•• 2007 National Study2007 National Study–– 55% all online American Youth between the age of 55% all online American Youth between the age of

12 and 17 use social networking sites for 12 and 17 use social networking sites for communication.communication.

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Pew Internet & American Life ProjectPew Internet & American Life Project

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Creating and Connecting Project by Creating and Connecting Project by National School Boards AssociationNational School Boards Association

•• Online survey of about 1,300 American kids (9 to 17 Online survey of about 1,300 American kids (9 to 17 years) and over 1,000 parents, and telephone interviews years) and over 1,000 parents, and telephone interviews with more than 200 school district officials in 2007with more than 200 school district officials in 2007–– Students are spending almost as much time using social Students are spending almost as much time using social

networking services and Web sites as they spend watching TVnetworking services and Web sites as they spend watching TV–– 96% of students with Internet access engage in social 96% of students with Internet access engage in social

networkingnetworking–– 60% of students say they use the social networking tools to 60% of students say they use the social networking tools to

discuss classes, learning outside school, and planning for collediscuss classes, learning outside school, and planning for collegege–– Students report using text messaging, blogging, and online Students report using text messaging, blogging, and online

communities such as Facebook and MySpace for educational communities such as Facebook and MySpace for educational activities, including collaboration on school projects.activities, including collaboration on school projects.

http://www.nsba.org/SecondaryMenu/TLN/CreatingandConnecting.aspx

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Net GenerationNet Generation

•• Prefer multiPrefer multi--tasking and quick, nontasking and quick, non--linear access to linear access to informationinformation

•• Are visuallyAre visually--orientedoriented•• Are highly networked, interactive, and socialAre highly networked, interactive, and social•• Increasing mobileIncreasing mobile•• Have a low tolerance for lecturesHave a low tolerance for lectures•• Prefer active learning rather than passive learningPrefer active learning rather than passive learning•• Rely heavily on communications technRely heavily on communications technologies to access ologies to access

information and to carry out social and professional information and to carry out social and professional interactions.interactions.

(Prensky 2001a, 2001b; Oblinger, 2003; Gros, 2003; Frand, 2000)

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Net GenerationNet Generation

•• 11stst generation to be producers of content, not just generation to be producers of content, not just consumersconsumers

•• Pick their classes on Pick their classes on ratemyprofessor.comratemyprofessor.com or or www.pickaprof.comwww.pickaprof.com

•• Get to know their classmates through Get to know their classmates through www.facebook.comwww.facebook.com•• Share their lives with others on Share their lives with others on myspace.commyspace.com•• Share their videos with others on Share their videos with others on www.youtube.comwww.youtube.com•• Share their photos with other on Share their photos with other on flickr.comflickr.com

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Net Gen Digital ToolsNet Gen Digital Tools

Email, IM, Chat rooms, Cell phones, Blogs, Email, IM, Chat rooms, Cell phones, Blogs, Webcams, Camera phones, TV, Internet, mp3, Webcams, Camera phones, TV, Internet, mp3, Podcasts, Vodcasts, Wikis, Digital video cams, Podcasts, Vodcasts, Wikis, Digital video cams, Gaming consoles, Digital music, PDAs, Online Gaming consoles, Digital music, PDAs, Online gaming, Digital photos, Simulations, Massive gaming, Digital photos, Simulations, Massive multiplayer games, Online reputation and rating multiplayer games, Online reputation and rating systems, Virtual worlds, Multimedia, Smart phones, systems, Virtual worlds, Multimedia, Smart phones, Moblogs, SMS, Avatars, File sharing, Streaming Moblogs, SMS, Avatars, File sharing, Streaming media, Tablet PCs, Virtual communitiesmedia, Tablet PCs, Virtual communities……

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Technologies to WatchTechnologies to Watch

•• UserUser--Created ContentCreated Content•• Social NetworkingSocial Networking•• Mobile PhonesMobile Phones•• Virtual WorldsVirtual Worlds•• New Scholarship and Emerging Form of New Scholarship and Emerging Form of

PublicationPublication•• Massively Multiplayer Educational GamingMassively Multiplayer Educational Gaming

The Horizon Report, 2007 Edition, http://www.nmc.org/pdf/2007_Horizon_Report.pdf

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•• Network as platform Network as platform –– Web Operating System and WebWeb Operating System and Web--based applicationsbased applications

•• Encourage users to add value to the application as they Encourage users to add value to the application as they use ituse it

•• A rich, interactive, userA rich, interactive, user--friendly interfacefriendly interface•• Convergence of media Convergence of media –– Web, audio, and videoWeb, audio, and video•• Social Web Social Web –– allow users to share their opinions, allow users to share their opinions,

experiences, and perspectivesexperiences, and perspectives

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Web 2.0Web 2.0

• Student as Consumer • Two Way Web• Student as a contributor• Sharing and collaborating

Web 1.0Web 1.0

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The new Web has opened almost limitless possibilities for

contributing, collaborating, & connecting

Read/Write Web

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Web 2.0 ApplicationsWeb 2.0 Applications

•• PodcastsPodcasts•• WikisWikis•• BlogsBlogs•• Social bookmarkingSocial bookmarking•• Multimedia sharingMultimedia sharing•• Virtual worldVirtual world

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Great Web 2.0 Tools in EducationGreat Web 2.0 Tools in Education

• Blogs (Blogger, Wordpress)• Wikis (Wetpaint, Wikispaces) • Podcasting (PodOmatic))• Photo sharing (Flickr, Photobucket)• Video (YouTube, TeacherTube)• Online slideshows (Myplick, SlideShare)• Social bookmarking (del.icio.us, Furl)• Social network (Ning, LinkedInLinkedIn)• Thinking tools (Bubbl.us, GliffyGliffy, Zoho)• Library tools (LibraryThing, Shelfari)

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Vodcasts

Podcasts

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Web 2.0 allows digital natives to:Web 2.0 allows digital natives to:

• create• contribute• collaborate• connect• share• participate in a learning community

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The EndThe End

Questions or Comments?

Thank You for Attending Our session!

This presentation is available on the Web at: http://www.slideshare.net/scyuen/


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