learning 3.0

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Education …“should be reversed to conform to the learner, rather than the learner to the system.” -UK based NESTA FutureLabs study Learning 3.0 Technology Implications on Pedagogy & Learning Styles by Supra Manohar, Executive VP-GBD Emantras, www.emantras.com

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Page 1: Learning 3.0

Education …“should be reversed to conform to the learner, rather than the learner to the system.”

-UK based NESTA FutureLabs study

Learning 3.0Technology Implications on Pedagogy & Learning Styles

bySupra Manohar, Executive VP-GBD

Emantras, www.emantras.com

Page 2: Learning 3.0

We have not defined Web 2.0 and now there is talk of 3.0…

… and much more it has not all been defined need to Google to see what happened today.

THE BEST WE CAN DESCRIBE

“The Dataweb”, semantic web – seamless interoperability and content reading by software agents (RDF, OWL)

Network computing – software as a service, “cloud” computing

3D Environments – Second Life, there is even a Web3D Consortium…

Ubiquitous connectivity - PDA’s, handheld games, Wii, etc.

Collaboration and collaborative filtering – FaceBook, YouTube, and web tagging (Flickr, del.icio.us, etc)

Web 3.0 What does it mean?

Page 3: Learning 3.0

Learning Strategies & Pedagogy

Behaviorism, feedback and reinforcement

Collaborative learning, recording and sharing instantly

Informal or Situated learning, using education in “context aware” environments (in the field)

Constructivism, rich media, simulations and immersive environments

Generally accepted learning modalities are classified below.

Note: A good article addressing learning styles is “From Learning Styles to Learning Skills: the executive skills profile”,

Journal of Managerial Psychology, Vol 10, Number 5, 1995.

http://www.learningfromexperience.com/images/uploads/Excecutive-skills-profile.pdf

Page 4: Learning 3.0

Learning 3.0 Technologies

Social Technologies

BlogsShareable environments

Peer networksIM Collaborative

Tools

WikipediaGoogle Docs

Tagging, del.icio.usUbiquitous

Devices

PDAsWii

iPodsEtc..

Access

Search toolsDesktop connectivity

Simulation, Visualization &

Gaming Environments

Wii for simulationsEducational gaming

Second Life Gapminder

Learning 3.0 Technologies

LEARNING DESIGN

Page 5: Learning 3.0

Learning 3.0 Implications of Technology

BEHAVIOURISM & COLLABORATIVE LEARNING

Ability to create collaboratively (student & teacher) authored resources

Collective participation to tag and provide resources that may be relevant

Reinforcement when learners are receptive and in modes they may be more open to (peer reinforcement)

ADOPTION

1. Allegheny College on MySpace, students and the college also has a MySpace page

2. Mixxer is a site that allows language students to find and connect with voice-partners on the net with VoIP

Page 6: Learning 3.0

Mobile devices allow content portability into “context

aware” environments

Multimedia delivers 20 times more “minutes on the message”

Expanding cultural and societal experiences

Learning 3.0 Implications of Technology

CONSTRUCTIVISM

ADOPTION

1. University of Minnesota modified the game Neverwinter Nights to practice investigative reporting

2. Play2Train is a Second Life environment for bio-terrorism training

3. Bradley University has a course on Second Life on field research methods

Page 7: Learning 3.0

Mobile devices allow content portability into “context aware” environments

Access to educative material via multiple devices without

barriers to access

Capturing learning moments and environments

Adoption1. SF Museum of Modern Art allows visitors to use their mobile phones to listen to podcasts of the audio tour

2. Montclair State University students with GPS and web-enabled phones receive various academic, social, wellness, and security services

Adoption

Learning 3.0 Implications of Technology

ADOPTION

INFORMAL & SITUATED LEARNING

Page 8: Learning 3.0

Driving content to the desktop (learning widgets)

The ability to search and access learning bits (the SCORM holy grail) and text

New forms of publishing text (eBooks for access and visualization tools like Gapminder bring statistical data to life)

Adoption1. HALO is a widget platform driving learning to the desktop

2. GAM3R 7H3ORY is a networked book with online prepublication format where readers can add comments

Expanding the participatory environments (shared editorial tools like Google Docs and Wikis)

Learning 3.0 Implications of Technology

ADOPTION

UBIQUITOUS & LIFELONG (INFORMAL) LEARNING

Page 9: Learning 3.0

?Be aware of the tools being used it will help in designing your learning material

Multimedia and innovative learning content is almost a requirement not a luxury

No need to adopt all tools but adopt ones that are popular and get used a lot

Realize that the learning moments are no longer restricted, knowledge inquiry is woven into our lifestyle

Access is very important, making it available ensures consumption

Make it available in multiple formats (we can today) and allow the learner to create the most appropriate and conducive environment

Web 3.0 What does it mean?

HOW DOES ONE ADOPT

AND IMPLEMENT

Page 10: Learning 3.0

Education

“…finite opportunity amidst infinite possibilities…”

Page 11: Learning 3.0

References & Resources

“Are you ready for Mobile Learning?” Joseph Rene Corbeil and Maria Elena Valdes-Corbeil, Educause Quarterly Number 2 2007

New Media Consortium, 2007 Horizon Report, January 23 2007

Web 3.0, Wikipedia article http://en.wikipedia.org/wiki/Web_3

Derek Baird, Musings on Social Media, Gen Y, Education Technology, Community & other Stuff (at http://www.debaird.net/blendededunet/)

… and many more…

Page 12: Learning 3.0

THANK YOUwww.emantras.com

Follow us @ www.twitter.com/emantras

www.tinyurl.com/trackemantras