Monday, October 17, 2011

What is Web 2.0?

Web 2.0

In today's society, the World Wide Web plays an integral role in workplaces, education and society in general. As technology advances, the internet continues to extend its possibilities for use. Reflecting on these dramatic changes over the past few decades, it is difficult to imagine the potential possibilities of the internet in the future.

Web 2.0 is a term used to refer to the relatively new concept where internet users are able to contribute to the content of various websites. Through Web 2.0, it is also possible to interact with other individuals throughout the world and share ideas (Practical Ecommerce, 2011). Where Web 1.0 was fundamentally in a read-only format which was largely static in terms of its text, pictures and information, Web 2.0 is dynamic and flexible to the user. It allows individuals to share and collaborate information, files and media such as photos and videos. Ultimately, the internet users themselves are responsible for keeping the components of Web 2.0 such as social networking, podcasting, blogs and file sharing engaging for others (Anderson, 2007).


Web 2.0 has allowed for the creation of a virtual learning community on the internet. This has impacted education as students and teachers can interact with and collaborate with other members of the virtual learning community from around the world. Web 2.0 reflects the constructivist theory of learning as it is through Web 2.0 tools, that students can carry out inquiry based activities. These sites and programs allow for personal learning and growth rather than teacher dependant orientated lessons (DEECD, 2010). Using Web 2.0 tools in the classroom in addition to other teaching and learning methods, can allow students to extend their ICT knowledge as well as their knowledge in a variety of learning areas. It is also a particularly successful way of engaging students in their learning, as it allows for the inclusion of their knowledge and interest in technology in other learning activities.    

Below are three examples of Web 2.0 tools that can be used for educational purposes in schools and learning communities.


FLICKR


Flickr is a file sharing site which allows individuals to upload and share their personal photos with others. It is through Flickr, that individuals can “share [their] own stories through photographs and comments” (Flickr, 2011). This site can be used by students in the classroom to share their experiences and stories from their home life with their fellow class members in a virtual setting. It is important to include personal experiences and culture within the classroom, as it allows for the students to feel comfortable and included in their learning environment (Woolfolks & Margetts, 2010). Through Flickr, the students in the class can also share their photos from school activities such as camps or sports day with their class members and teachers.

Privacy is one issue that is of concern with this website, as it is important to ensure that the students and students’ parents are aware of who are viewing their photos. However, this site allows for individuals to select who they wish to share their photos with in order to protect their privacy. Ultimately, it is important that teachers and parents supervise the students’ use of this site to ensure that the photos remain on restricted view.
Another key aspect of the Flickr site, is that individuals can upload photos relating to various topics. These photos are can be uploaded for free by internet users to use in many ways. Students can use the site to access photos that relate to their school work to add effect and life to their work. A limitation of this ability to access a wide range of photos easily, is that some photographs may be inappropriate for young students to view. 

SUPER CLUB PLUS


Super Clubs Plus is a “safe social learning network where children experience first-hand how to keep themselves safe online” (Super Clubs Plus [SCP], 2011). It is structured and organised similarly to other social networking sites aimed at adults. This is done purposely to allow students to develop important safe behaviours to protect their safety and privacy when online. The site acts as a preventative tool to cyber safety as it aims to allow young people to “develop strong and resilient behaviours online at an early age” (SCP, 2011).

On Super Clubs Plus, students can create their own personalised profile page where they can communicate with their peers. They can also collaborate in forums about different topics. In addition, the site gives its users the opportunity to participate in competitions to win awards. Some recent competitions include a design a t-shirt competition for ‘Safer Internet Day’, as well as a Sports Fest competition where students wrote entries about sporting people and events (SCP, 2011).

This website benefits students' learning in the classroom as it teaches basic ICT skills such as uploading media, building web pages and participating in discussion forums. As students progress in learning skills, they obtain stars which relate to their level of cyber safety. This assists the students with further internet use in the classroom and at home on other websites. The classroom teacher can include this social networking website in the classroom to allow students to collaborate on their class work in forums. The students can share their ideas on the topics they have studied, explaining what they have learned, and what they have enjoyed.   

Similarly to most Web 2.0 tools online, privacy is a key issue, particularly when young people are involved. This site contrasts most social networking sights however, as it is aimed at primary aged children and can only be accessed by these aged individuals with the supervision of their parents and teachers. The site is also further meditated by trained professionals to ensure that students have a safe and enjoyable learning experience online.

YOUTUBE


YouTube is an online community where people can upload and share videos with others. Since it was created in 2005, billions of people have uploaded original videos to share with others (YouTube, 2011).

One of the features of YouTube is that when viewing a video, a list of related videos appear on the same page. This allows an individual to easily find other videos that relate to the video you are currently viewing. Another feature is the ability to create your own YouTube channel which allows you to save your favourite videos, subscribe to other peoples channels and create your own playlist (YouTube, 2011). When you make your own play list, you can post it to other Web 2.0 tools such as blogs or social networking sites. This allows an individual to share their favourite videos with others.

There are many types of videos available on YouTube from music to movies and how to videos. There are also a wide range of educational videos present that can be used to enhance teaching and learning in the classroom. Students can also use these videos to research various learning areas and topics. YouTube often increases student engagement levels in the classroom as the videos are culturally relevant to the learners. In addition, young people enjoy using YouTube in their free time and therefore by including some of these videos skilfully in the classroom, acts to raise the students’ interest levels. It also acts as another way use variety in the classroom and largely benefits visual learners in particular (Sherer, 2011).

Unfortunately many schools block the access of YouTube to their students during class time. This is due to the fact that there are many videos that would deemed inappropriate to students. Teachers however are more likely to have access to the site and therefore can search for and select educational videos to use to enhance their lessons. It is important to consider the need for supervision when using YouTube in the classroom in order to ensure that students are locating only appropriate videos.

What are learning Objects?


Learning Objects
Learning objects are multimedia digital resources which can be used to enhance learning in the classroom (Wiley, 2000). They assist with learning due to their ability to engage and motivate the learner in multiple ways. Moving away from a teacher centred environment, learning objects offer students a more enjoyable way of learning through the use of technology. As a result, this helps to captivate the student in the particular topic and provide them with a greater motivation to learn.
Learning objects can include anything from games to activities, to simulations to competitions. The key difference between a learning object and other independent multimedia games or activities, is that learning objects are designed purposely to target a specific area of learning for students (NSW Department of Education and Training, 2011). Learning objects allow students to extend their learning outside of the classroom as they can be accessed outside of class time. Teachers often encourage their students to access learning objects out of class time as a form of revision or home work.   
Not only do learning objects provide students with further opportunities for learning, but they also allow an individual to learn about ICT. Students can learn valuable ICT skills from learning objects, such as typing, accessing information and many more. Education should reflect the society of which we live in, and therefore schools should largely incorporate technology into its curriculum (Downes, 2001).
Below I have included a few examples of Learning Objects that can be used in the classroom:

ZEBRA KEYS
Zebra Keys is a learning object which helps individuals to learn to play the piano or keyboard. Catering for beginner and immediate levels, this activity allows children and adults to develop the basic skills required to learn the piano. Visual flash animations are used to allow the user to view and hear the songs they play by clicking on the digital keyboard displayed on the screen. Computers with touch screens, allow the user to play the keys on the screen using their fingers. The learning object first teaches the user the layout of a piano and basic music notation and then the different piano chords. Once the learner has learned the basic skills to play the piano, they can also play along with the animations on a piano of their own.

MATHLETICS 
Mathletics strives to “help students enjoy mathematics and achieve outstanding results” in maths in an engaging and enjoyable way (3P learning, n.d).  The website consists of more than one thousand maths games which focus on a wide range of mathematical skills. Students can compete against others around from around the world, or race the clock to improve their best result. The website is beneficial to students as it can be accessed within class time or when away from school. There are various levels that students can complete and progress through, depending on their knowledge and skill level. This is valuable as it allows students to work at their own level and strive to achieve greater results. Practising maths using Mathletics gives the students more control in their learning by moving away from a teacher-centred approach (DEECD, 2010).

SPELLASAURUS
The kids spell website provides students with a range of English games for primary aged students. The learning object Spellasaurus helps students to practise their spelling skills. Using the arrows on the keyboard, the aim is to move the helicopter animation over the selected letters. While doing so, there is an animated dinosaur which is moving around the screen eating the letters. This enables students to think quickly when spelling the words as they are racing against the clock. In addition, the students can select the difficulty of the spelling words so that the activity can reflect their own knowledge levels.

HUMAN BODY
This learning object links to a science lesson in the classroom as it allows for students to learn about the parts that make up the human body. This particular learning object requires students to drag the bones in the body onto an outline of the human body. If the part is placed in the incorrect position, then they are able to have a hint given or take another guess. The website also has similar learning objects which allow students to learn about other elements of the body such as organs, muscles and the nervous system.


GEO GAMES
The Geo Games is an effective learning object for students as it is an enjoyable and engaging way to learn about various animals as well as different sporting events. Found on the National Geographic website, this learning object allows students to compete in a variety of virtual sporting events such as badminton, gymnastics, weightlifting, javelin and diving. Each event is done by an animal which relates to the event, such as a dolphin diving and an elephant weightlifting. This learning object allows the student to learn about different aspects about the animals while competing in the events.

CRUCIAL CREW
Crucial crew is a learning object dedicated to teaching young people about safety in their environment. It is an interactive activity where students can click on different parts of the town and learn about the different dangers that could occur. Some of these include building construction sites, railway crossings, houses and parks. Upon visiting the different areas of town, users witness scenarios and are then asked to decide what path they would take if they were placed in a situation. If they choose the wrong option, for example entering a construction zone in order to take a short cut to the local park, then they are told about some of the dangers that could occur. This learning object could be explored individually or certain scenarios could also be shown to a whole class to link to a particular topic.

References


References

3P Learning (n.d). Mathletics. Retrieved from http://www.mathletics.com.au/home
Department of Education and Early Childhood Development [DEECD]. (2010). Teaching and learning with Web 2.0 technologies. Retrieved from www.education.vic.gov.au/edulibrary/public/teachlearn/innovation/technology
NSW Department of Education and Training. (2001). Student learning objects. Retrieved from www.curriculumsupport.education.nsw.gov.au/env_ed/teaching/student/
Downes, S. (2001). Learning objects: resources for distance education worldwide. The international review of research in open and distance learning, (2) 1. Retrieved from www.irrodl.org/index.php/irrodl/article/view/32/378
Flickr. (2011). Flickr. Retrieved from www.flickr.com
Anderson, P. (2007).What is Web 2.0? Ideas, technologies and implications for education. JISC technology and standards watch. Retrieved from www.jisc.ac.uk/media/documents/techwatch/
Practical Ecommerce. (2011). Basic definitions: Web 1.0, web 2.0, web 3.0. Retrieved from http://www.practicalecommerce.com/articles/464-Basic-Definitions-Web-1-0-Web-2-0-Web-3-0
Sherer, P., & Shea, T. (2011). Using online video to support student learning and engagement. College teaching, (59) 2, 56-59. Retrieved from http://p9003sfx.monash.edu.au.ezproxy.lib.monash.edu.au/monash2/img/ajaxtabs/transparentpixel.png
Super Clubs Plus [SCP]. (2011). About. Who are we? Retrieved from http://www.scplus.com/
Wiley, D.A. (2000). Connecting learning objects to instructional design and theory: a definition, a metaphor, and a taxonomy. Learning Technology, (2830) 435, 1-35. Retrieved from http://www.mendeley.com/research/
Woolfolk, A. & Margetts, K. (2010). Educational Psychology (2). NSW, Australia: Pearson Education Australia.
YouTube. (2011). About YouTube. Retrieved from http://www.youtube.com/t/about_youtube.