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The Web and the World Today

The Web and the World Today. Jeff Piontek. Web 1.0 Web 2.0 Web 3.0 Web You.0. 1990 curriculum. Solve problems Remember the textbook Follow directions Work alone "Cover" the curriculum. 2010 curriculum. Ask: Find problems Investigate: Multiple sources/media

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The Web and the World Today

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  1. The Web and the World Today Jeff Piontek

  2. Web 1.0 Web 2.0 Web 3.0Web You.0

  3. 1990 curriculum • Solve problems • Remember the textbook • Follow directions • Work alone • "Cover" the curriculum

  4. 2010 curriculum • Ask: Find problems • Investigate: Multiple sources/media • Create: Engage actively in learning • Discuss: Collaborate; diverse views • Reflect: Learn how to learn

  5. Today’s Students • Born into age of the Internet • Information has been universally available and free to them • Community is a digital place of common interest, not just a shared physical space. • Define characteristics by online actions rather than birth dates or traditional demographic data

  6. Millennial Mindspace: Iconoculture’s Nancy Robinson • Global outlook at a younger age • Mobile multi-media, more interactive and community-building, socially networked environments to live, play and learn • TiVo: time-shifting, on-demand, customization • “TV is boring, you can’t customize it.” • Demand an unprecedented amount of control of media and they “are not going to give it up” • “It’s not about being anaesthetized, it is about being engaged.” • Internet as a creator of community

  7. Millennial Mindspace: Iconoculture’s Nancy Robinson • Global outlook at a younger age • Mobile multi-media, more interactive and community-building, socially networked environments to live, play and learn • TiVo: time-shifting, on-demand, customization • “TV is boring, you can’t customize it.” • Demand an unprecedented amount of control of media and they “are not going to give it up” • “It’s not about being anaesthetized, it is about being engaged.” • Internet as a creator of community

  8. Millennial Values: Implications for Education • Today’s students value: • Freedom and choice • Customization and personalization • Ability to scrutinize and provide feedback for improvement • Integrity and openness • Want collaboration and “serious play” in their education (project-based, real-life experiences in learning) • Ability to move fast, at their own pacing • Constant innovation

  9. Expectations of Education • Millennials want: • Clear guidelines, rules and goals • Responsiveness and fast feedback • Customization and interactivity when learning in a community where open, inclusive and diverse thinking is encouraged • Project-based, team-oriented learning • Involvement in community and volunteer opportunities • “Stand up talking is deadly for this group”

  10. So where is this all leading…. 21st century Literacy Skills

  11. Why are 21st Century skills so important?

  12. The nature of work is changing.

  13. Why 21st Century Skills? 20th Century 21st Century Number of Jobs: 1-2 Jobs 10-15 Jobs Critical Thinking Across Disciplines Job Requirement Mastery of One Field Subject Matter Mastery Integration of 21st Century Skills into Subject Matter Teaching Model

  14. The requirements of the 21st Century work force are changing?

  15. We need to prepare our students to be effective 21st Century citizens.

  16. Today’s students are no longer the people our educational system was designed to teach. • Prensky, 2001

  17. Students learn from thinking….thinking is engaged by activity. • Jonassen, 2003

  18. Ever play the game . . . “I never _____” Raise your hand if you would “win” with these questions . . .

  19. I’ve never listened to an iPod. I’ve never downloaded a podcast. I’ve never subscribed to an RSS feed. I’ve never installed a widget. I’ve never been in Facebook. I’ve never downloaded from YouTube or TeacherTube I’ve never read a blog I’ve never been on a wiki other than Wikipedia SL vs RL? I don’t have any idea what you mean!

  20. What is Web 2.0? Web 2.0 is the transition of the Internet from a place where we surf for information and consume information to a place where we are creators of information. We go from surfing the wave to BEING the wave as we contribute and share information on the Internet ocean.

  21. Foundations of a Web 2.0 Classroom 1. Internet Safety & Privacy 2. Information Literacy 3. Internet Citizenship 4. Internet Teamwork 5. Intentional Internet Activities 6. An Engaged Teacher

  22. Information Literacy • Locate • Select search engines wisely • What types of information are you looking for? (blogs, videos, podcasts, maps, pictures) • Compare search engines http://www.lib.berkeley.edu/TeachingLib/Guides/Internet/SearchEngines.html • Evaluate • Accuracy • Authorship (easywhois.com) • Currency • Use Information Wisely • Read, take notes and paraphrase • Avoid plagiarism • Cite properly (citationmachine.net)

  23. Websites to Evaluate • All About Explorers • Dog Island Free Forever • Feline reactions to bearded men • Victorian Robots • Temperate Rainforest • Coniferous Olympic Rainforest • Pacific Northwest Tree Octopus *

  24. Internet Citizenship • Ability to disagree, discuss, communicate, edit and share ideas in meaningful ways. • Ethics of posting accurate information. • Respect opinions of others. • Internet is the “real world.” This is their first opportunity to demonstrate good citizenship. • Posting to the internet is a permanent mark of their integrity. • Using the waybackmachine.com you can track the history of internet sites.

  25. 2.0 Tools for Creating Content • Blogs • Wikis • Podcasts • Video sharing • Photo sharing • Social Bookmarking

  26. Why Blogging? • What do you know about blogging? • Why Blogging? • Will Richardson: 2004 • http://www.weblogg-ed.com/2004/09/24#a2373 • Jeff Piontek:2005 • http://www.techlearning.com/article/3204 • Where are you? • What do you want to know?

  27. A BIG Suggestion • Use the blog to replace something that you’re already doing; don’t use it to add. • Never blog for blogging’s sake. Think about how the blog can be used to enhance an assignment (links to audio/video clips, artwork, online texts, other blogs, etc.).

  28. Why Wiki’s • What do you know? • Why Wiki’s? • http://www.pbs.org/teachersource/learning.now/2006/06/using_a_wiki_to_promote_educat.html • Where are you? • What do you want to know? • http://www.wikispaces.com • http://www.wetpaint.com

  29. Learning With Technology Podcasting: Alan November A conversation with Daniel Pink Ready Set Science Podcast

  30. Social Bookmarking The Social bookmarking sites are a popular way to store, classify, share and search links through the practice of folksonomy techniques on the Internet or Intranet. Delicious

  31. What is StumbleUpon? StumbleUpon helps you discover and share great websites. As you click Stumble!, we deliver high-quality pages matched to your personal preferences.www.stumbleupon.com

  32. BTW, SOL U WL problE hav 2 Lern d lingo. othRwIz U wiL hav nO idea wot yor students R sAN 2 1 NothA Bhind yor bak. By the way, sooner or later you will probably have to learn the lingo. Otherwise you will have no idea what your students are saying to one another behind your back.

  33. TOOL: Increases capability SOCIAL ACTOR: Creates dynamics MEDIUM: Provides experience Computers in Persuasive Roles

  34. The growing need to compete for and harness: • crowd resources • and • participation bandwidth

  35. We must ‘collaborate or perish’—across borders, cultures, disciplines, and firms, and increasingly with masses of people at one time. —Tapscott & Williamsin Wikinomics 39

  36. PARTICIPATION RESOURCES Cognitive resources + Cognitive diversity =

  37. WHAT TO TRY • THE DESIGN CHALLENGE: • If your game/simulation could get: • 100 people to do one thing online • What would it be, and what would it add up to?

  38. Our growing ability to embedsensors,micro-controller boards,and networksin: • physical objects • built environments • and • ourselves

  39. The HOW: Location ! Sensing! Bio metrics! Motion! Crowd- sourcing! Augmented reality!

  40. Neurosky gaming headset

  41. 49

  42. Game industry hotspots 3 million game designers, developers, hackers and counting...

  43. Where are we today with the web? Intelligent Web Web 4.0 Web OS 2020 - 2030 Intelligent personal agents Web 3.0 Semantic Web Distributed Search SWRL OWL 2010 - 2020 SPARQL Semantic Databases AJAX OpenID Connections between Information Semantic Search Social Web ATOM Widgets RSS RDF Mashups P2P Web 2.0 Office 2.0 Javascript Flash SOAP XML Weblogs Social Media Sharing 2000 - 2010 The Web Java HTML SaaS Social Networking HTTP Directory Portals Wikis VR Keyword Search Lightweight Collaboration Web 1.0 The PC BBS Websites Gopher 1990 - 2000 MacOS SQL MMO’s Groupware SGML Databases Windows File Servers The Internet PC Era Email IRC 1980 - 1990 FTP USENET PC’s File Systems Connections between people

  44. The intelligent Web The Intelligent Web Web 4.0 Productivity of Search 2020 - 2030 Reasoning The Semantic Web Web 3.0 Semantic Search 2010 - 2020 The Social Web Natural language search Web 2.0 The World Wide Web 2000 - 2010 Tagging Web 1.0 1990 - 2000 Keyword search The Desktop Directories PC Era 1980 - 1990 Files & Folders Databases Amount of data

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