Instructional design and pedagogical issues with Web 2.0 tools (original) (raw)

Creating virtual worlds with meaning: case studies of Web 2.0 tools in higher education

2010

The interest in web 2.0 tools to support collaborative learning in higher education represents a confluence of different trends: the development of new web 2.0 tools to support online collaboration, the emergence of constructivist-based approaches to teaching and learning, and the need to create powerful and engaging learning environments. This paper presents two cases where theoretical principles from Storyline Method pedagogy are applied through the use of Web 2.0 technology. Two groups of English learners have developed their fictitious web 2.0 universe corresponding to their different learning goals: A group of Teacher Training students in Norway has created a fictitious school where task-based challenges have set a narrative in motion in which a fictitious community has grown to include sports groups, a newspaper and a toiletries company (Wikiwonder Inc.). The storyline has extended to Italy, where an English class at a graphic design school has been hired as the advertising ag...

TEACHING ON A WEB 2.0 ENVIRONMENT

Collaborative, networked and personalized models of interaction are replacing the long-lasting centralized model of teaching and of learning. In this paper, we explore some ways in which the features offered by Web 2.0 can be used by teachers in their professional practices. We start by clarifying the notions of social software and Web 2.0, and by analyzing some of the benefits that can result from using Web 2.0 in teaching and in learning. Then we discuss the delicate matter of control over the learning process, focusing on some potential challenges that these technologies can bring to the school and classroom environments. The article ends with some critical considerations over practical issues, and a few recommendations, based on a pedagogy-oriented perspective on the use of technology.

Web 2.0 technology: future interfaces for technology enhanced learning?

Universal Access in Human-Computer …, 2007

Web 2.0 is an emerging catch phrase and the applications associated with it shocked the traditional eLearning world. However, is this really all new and can it be considered suitable for future interfaces for technology enhanced learning? In this paper, we present some experiences with LearnLand. This is an application designed and developed at Graz University of Technology and which has been running there since October 2006. It is based on the opensource software ELGG, which is a social software offering a high degree of choice, flexibility and openness and is considered as a system that places people at the hub of the activities. Our experimental research demonstrated that exactly this ease of use aspect is an absolute necessity for successful Web 2.0 learning applications. The tools of Web 2.0 have crossed Moore's chasm and reached the early majority, where they are evolving rapidly. However, the idea of social software itself, especially in learning scenarios, is not as far developed as we may imagine. It is necessary to take into account the fact that too few innovators and early adopters are actually using Web 2.0 technology to enhance existing learning behaviors. Insufficient educational concepts with Web 2.0 technologies require much future work.

The emergence of the exciting new Web 3.0 and the future of Open Educational Resources

Proceedings of the EADTU's 20th Anniversary …, 2007

There is a general idea that video games can teach skills that are important in today's society, namely: analytical thinking, construction of hypotheses, development of strategies, creativity, team building, multitasking, decision making and problem solving. This idea frequently extends to situations that involve some kind of stress and require fast decisions. On the other hand, there is a perception that e-learning can benefit from video games, specially because they can make complex subjects more interesting and are able to cope with up-and-coming learning profiles. Avatar-based worlds, such as Second Life, possibly will provide for a richer, more effective and more enjoyable experience for students. The materialization of the so-called Web 3.0 (Second Life, Divvio, Joost and VRML/X3D worlds) following the mainstream collaborative and social Web 2.0 (MySpace, Pandora, YouTube), seems to be marked by this mix of humanlike avatars, intelligent agents and rich multimedia features that live happily within interactive 3D environments. No matter how interesting this may be for education, more research and practical experience are needed to make clear which features of games and 3D worlds are more important for nowadays learning and in what ways we can test students on the skills they actually learn. This paper investigates emergent experiences involving multimedia, video games and 3D environments freely available on the Web, and explores new ways to make e-learning more effective in the future realm of Open Educational Resources.

Application of Web 2.0 Tools in Teaching 21st Century Students - DR. MARITES D. OLEA.pdf

IOER INTERNATIONAL MULTIDISCIPLINARY RESEARCH JOURNAL ( IIMRJ ), 2019

ABSTRACT Quality education considered as a crucial factor to produce a competent professional to build a strong nation and to bring out the best way to get along with global competition. Thus, this study aimed to determine the current practices in using Web 2.0 tools in 15 selected Higher Education Institutions in CALABARZON, Philippines concerning communication and collaboration, creativity and innovation, and instructional design. It also considered its level of acceptability for classroom instruction as assessed by administrators, teachers, and students. The level of seriousness of the problems met in the integration relative to teachers’ preparation, curriculum content and administrative support were also evaluated. The research design was descriptive survey method with the use of a researcher-constructed questionnaire as the data gathering instrument. The method and instrument employed were deemed appropriate to determine the viability of providing the students with an alternative delivery of learning through Web 2.0 tools for instruction. Weighted mean, T-test and Probability values, Percentage and Standard Deviation were the statistical tools used to test the hypothesis posited in this study. The hypothesis tested the significant differences between two groups of respondents regarding the extent of use of Web 2.0 tools in classroom instruction. Results revealed that to a very great extent, integration of Web 2.0 tools in the classroom promotes learner to interact, build a learning community and promotes student active participation in the classroom and increases student’s productivity. Based on the findings and conclusions, the researcher developed an offline game-based interactive instructional material that supports instruction and collaboration and could be used to enhance students’ critical thinking and problem-solving skills to achieve better learning outcomes. Keywords: Web 2.0 tools, 21st Century students, Communication and Collaboration, Descriptive method, Higher Education, Philippines

Virtual Worlds: Can Virtual Worlds Promote a Higher Level of Collaboration, Engagement and Deeper Thinking for Students Than Traditional Web 2.0 Tools?

In Proceedings of the 3rd Annual Postgraduate Research Conference (pp. 85-92). Faculty of The Professions, University Of New England, 2009

"An investigation will compare students using the virtual world environment of Second Life to those using traditional methods of distance education (Web 2.0 tools and resource materials) to determine whether there are variations in the amount of collaboration and discussions by students with these synchronous and asynchronous eLearning tools. All students will undertake the same assessment tasks and the results compared. The Second Life group will participate in a number of online sessions to familiarise them with the environment. Studies have reported that asynchronous eLearning can engage the students in deeper thinking (Dabbagh & Bannan-Ritland 2005). In contrast, synchronous eLearning is reportedly more useful for spontaneous discussions (Woodman 2003). This study will explore whether using a virtual world environment, predominantly relating to synchronous interaction, can engage the student in deeper thinking than traditional synchronous eLearning methods while maintaining the spontaneous interaction. All students will be given set tasks to complete. One group will utilise any social computing resource they wish, whilst the other can utilise only resources offered in Second Life. The participant experience will be monitored by pre and post surveys and online interaction will be recorded and compared."