Creating virtual worlds with meaning: case studies of Web 2.0 tools in higher education (original) (raw)

Digital Storytelling with Web 2.0 Tools for Collaborative Learning

The purpose of this chapter is to present the vision of a framework for developing Web 2.0 tools for collaborative learning using digital storytelling as the underlying pedagogical model. Storytelling can be used as a pedagogical tool to enhance learning outcomes across the curriculum, and digital storytelling is its new manifestation, as it can be used to enhance collaboration and creativity when learning in the classroom. A number of story development models have been created in recent years to help educators achieve better outcomes with digital storytelling. This chapter shows how, by creating an innovative e- Learning system based on Web 2.0 tools, a constructivist learning environment for knowledge remixing, sharing, and reusing through digital storytelling is also created.

Narrative and learning with Web 2.0 technologies: towards a research agenda

Journal of Computer Assisted Learning 25(1), pp. 6-18, 2009

This paper investigates the impact of Web. 2.0 technologies on the ways learning can be conceived of as a narrative process within contemporary contexts, using blogs as an illustrative example. It is premised on the concept of narrative as a way in which individuals represent and organize experience in order to learn from it and make it shareable with others within social contexts. The first part of the paper offers a theoretical analysis of the role of narrative in the social construction of knowledge by the ways it enables users of Web 2.0 technologies to participate meaningfully in the exchange of experiences and ideas. The second part of the paper offers a ‘situated’ analysis of the narrative practices engaged with by users of blogs. A‘narrative trail’ is used to provide a contextualized instance of the narrative practices which are involved. The paper concludes by examining the research issues which are raised and suggests a research agenda which is needed to explore Web 2.0 technologies as social utilities affecting knowledge production, in which the adaptation of narrative theory is a central feature.

Instructional design and pedagogical issues with Web 2.0 tools

2009

ABSTRACT As educators move into online environments for teaching and learning, production, socialization and collaboration technologies, such as 3D virtual immersive worlds and other Web 2.0 technologies, reveal significant challenges for us for how best to use them. Each provides a new opportunity to foster deeper online student engagement, to support new forms of learning communities and to develop new teaching and learning environments when compared with more traditional tools.

brave new world: learning in a Web 2.0 millennium

2015

This paper looks at the implications of Web 2.0 technologies for university teaching and learning. The latest generation of undergraduates already live in a Web 2.0 world. They have new service expectations and are increasingly dissatisfied with teacher-centred pedagogies. To attract and retain these students, universities will need to rethink their operations. New social technologies mean that universities have the chance to create a new generation of student-centred learning environments, to realize the idea of a University 2.0. The following discussion draws upon a fictional character in order to capture the possible futures of such a brave new world.

A proposal for interactive-constructivistic teaching methods supported by Web 2.0 technologies and environments

In this paper, we will illustrate our proposal for a methodology of academical teaching, based on cooperative learning paradigm, which also relies on cutting edge e-learning techniques. We use Web 2.0 resources to fulfill requirements coming from our vision of an interactive-constructivistic "learning space", where blended-teaching paradigm may be proficiently applied. We propose our plan for extending an existing Free/Open Source Software Learning Management System, to create a cooperative and community-based learning space adherent to our proposal.

Web 2.0 tools for role-play methodology in an undergraduate interdisciplinary environment

Estudios sobre el mensaje periodístico, 2013

The main aim of this work is, first of all, to propose an activity by means of a the active methodology called roleplay in an interdisciplinary context, that is to say, an activity that pleads for the interaction of undergraduate students with specific professional roles from different disciplines, as current society de mands. Secondly, we will pay special attention to the integration of digital tools of the so called Web 2.0, mainly, to the use of the wikis, blogs, and podcasts so as to carry out successfully the proposed interdis ciplinary roleplay task.

Constructing collaborative stories within virtual learning landscapes

1996

Abstract: In this paper we present an approach for applying virtual reality (VR) to the creation of a family of educational environments for young users. The immersive and interactive attributes of VR technology can be a powerful tool for education, allowing the learner to actively participate in the surrounding environment. Our approach is based on constructionism, where real and synthetic users, motivated by an underlying narrative, build persisting virtual worlds through collaboration.

Kingsley, K.V. (2015). Web 2.0 and Beyond. In M. Spector (Ed.), Encyclopedia of Educational Technology (pp. 841-844). Thousand Oaks, CA: Sage Publications.

Children and teens live media-saturated lives, spending several hours per day engaged with cell phones, computers, and other multimedia. Frequently, their time is spent using Web 2.0 tools: highly interactive technologies and participatory spaces that are open, collaborative, and distributed. Examples of Web 2.0 tools include wikis, blogs, social networking sites, video or image sharing sites, multiplayer video games, and texting applications (apps). Contrary to stereotypical views of such technologies as nonacademic pastimes, these tools are full of possibilities for powerful, engaged learning that connects students' academic work to their everyday lives. A growing body of scholarship suggests that participatory culture can help children and adolescents master core academic subjects as they develop proficiency with technology for communication, collaboration, research, and creation of new works. Because they are specifically designed for sharing information and ideas, Web 2.0 tools are ideal for building relationships that can sometimes extend beyond the school walls to include friends, peers, teachers, and subject matter experts. Through these interactions, students learn to analyze and evaluate evidence and alternative points of view, and to synthesize and make connections between information and arguments. They become part of a collective knowledge community where they assume shared responsibility for posing and solving problems in creative, collaborative ways. Participation in these interactive spaces encourages students to take risks and engage in friendly competition but also to collaborate with others and learn flexibility in decision making. This, in turn, advances academic goals by increasing student engagement, boosting comprehension, and facilitating inquiry-oriented learning. In the process, students learn how to be safe, ethical, responsible citizens in online environments.

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."