1. Learning 3.0
Technology Implications on Pedagogy & Learning Styles
Education …“should be reversed to conform to the learner, rather
than the learner to the system.”
-UK based NESTA FutureLabs study
by
Supra Manohar, Executive VP-GBD
Emantras, www.emantras.com
2. Web 3.0 What does it mean?
We have not defined Web 2.0 and now there is talk of 3.0…
“The Dataweb”, semantic web – seamless interoperability and
content reading by software agents (RDF, OWL)
Collaboration and collaborative filtering – FaceBook, YouTube,
THE BEST and web tagging (Flickr, del.icio.us, etc)
WE CAN
Ubiquitous connectivity - PDA’s, handheld games, Wii, etc.
DESCRIBE
3D Environments – Second Life, there is even a Web3D
Consortium…
Network computing – software as a service, “cloud” computing
… and much more it has not all been defined need to Google to see what happened today.
3. Learning Strategies & Pedagogy
Generally accepted learning modalities are classified below.
Behaviorism, feedback and reinforcement
Constructivism, rich media, simulations and
immersive environments
Informal or Situated learning, using education
in “context aware” environments (in the field)
Note: A good article addressing learning styles is
Collaborative learning, recording and “From Learning Styles to Learning Skills: the
sharing instantly executive skills profile”,
Journal of Managerial Psychology, Vol 10, Number
5, 1995.
http://www.learningfromexperience.com/images/upload
4. Learning 3.0 3.0 Technologies
Learning Technologies
LEARNING DESIGN Social Technologies
Blogs
Shareable environments
Peer networks
IM Collaborative
Tools
Wikipedia
Ubiquitous Google Docs
Tagging, del.icio.us
Devices
PDAs
Wii
iPods Simulation,
Etc.. Visualization &
Gaming
Environments
Wii for simulations
Educational gaming
Access Second Life
Gapminder
Search tools
Desktop connectivity
5. Learning 3.0 Implications of Technology
BEHAVIOURISM & COLLABORATIVE LEARNING
Ability to create collaboratively (student & teacher) authored
resources
Reinforcement when learners are receptive and in modes they
may be more open to (peer reinforcement)
Collective participation to tag and provide resources that may be
relevant
1. Allegheny College on MySpace, students and the college also has a MySpace
page
ADOPTION
3. Mixxer is a site that allows language students to find and connect with voice-
partners on the net with VoIP
6. Learning 3.0 Implications of Technology
CONSTRUCTIVISM
Mobile devices allow content portability into “context
aware” environments
Multimedia delivers 20 times more “minutes on the
message”
Expanding cultural and societal experiences
1. University of Minnesota modified the game Neverwinter Nights to practice investigative
reporting
ADOPTION 3. Play2Train is a Second Life environment for bio-terrorism training
5. Bradley University has a course on Second Life on field research methods
7. Learning 3.0 Implications of Technology
INFORMAL & SITUATED LEARNING
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
1. SF Museum of Modern Art allows visitors to use their mobile phones to listen to
Adoption
podcasts of the audio tour
ADOPTION
Adoption 3. Montclair State University students with GPS and web-enabled phones receive
various academic, social, wellness, and security services
8. Learning 3.0 Implications of Technology
UBIQUITOUS & LIFELONG (INFORMAL) LEARNING
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)
Expanding the participatory environments (shared editorial
tools like Google Docs and Wikis)
Adoption is a widget platform driving learning to the desktop
1. HALO
ADOPTION 3. GAM3R 7H3ORY is a networked book with online prepublication format where
readers can add comments
9. Web 3.0 What does it mean?
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
HOW DOES and get used a lot
ONE ADOPT
AND Realize that the learning moments are no longer restricted,
knowledge inquiry is woven into our lifestyle
IMPLEMENT
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
11. 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…
12. THANK YOU
www.emantras.com
Follow us @
www.twitter.com/emantras
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