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Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

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1 – Emerging Technologies in E-learning<br />

large corporations who expect to profit <strong>from</strong> sales<br />

(particularly in the entertainment sector) will fight<br />

widespread distribution of their product. Solutions like<br />

Creative Commons licensing will become the new way<br />

of doing business. See Chapter 15, Underst<strong>and</strong>ing<br />

Copyright.<br />

WEBSITES MENTIONED IN THIS SECTION<br />

• Creative Commons: http://creativecommons.org<br />

• Creative Commons <strong>World</strong>wide:<br />

http://creativecommons.org/worldwide<br />

Summary<br />

“Web 2.5, Web 3.0, Web 4.5, Web n: whatever it is,<br />

I’m enjoying the ride. The pieces are coming together.<br />

Glue, indeed.” (Cross, 2006).<br />

Traditional teaching <strong>and</strong> learning methods <strong>and</strong> institutions<br />

will not go away. They will still be necessary to<br />

provide research-based knowledge, structure, <strong>and</strong> social<br />

context <strong>for</strong> learning. The new technologies will not replace<br />

traditional learning but complement it. The history<br />

of technology shows us that few technologies<br />

replace previous technologies; instead they emerge to<br />

coexist <strong>and</strong> complement them. Television did not kill<br />

radio or movies. The Internet has not replaced books.<br />

The new technologies discussed in this chapter will be<br />

used primarily <strong>for</strong> extending the ability to create, communicate,<br />

<strong>and</strong> collaborate.<br />

CREATE<br />

With Web 1.0, almost everyone was a consumer. Only<br />

technology wizards had the power to create. Now that<br />

online technologies have advanced, Web 2.0 enables<br />

almost anyone to be a producer as well as a consumer.<br />

Pushing this to education, Web 2.0 tools such as blogs<br />

<strong>and</strong> wikis create a level playing field, where faculty, parents,<br />

<strong>and</strong> even students compete with vendors to produce<br />

educational content. Going beyond Web 2.0,<br />

technology will raise the bar yet again so that everyone<br />

can produce educational activities <strong>and</strong> assessment<br />

strategies that incorporate or go beyond the static content.<br />

With this new equality, we face some familiar challenges.<br />

Web 1.0 brought us in<strong>for</strong>mation overload. It still<br />

is not easy <strong>for</strong> everyone to consistently <strong>and</strong> quickly find<br />

the in<strong>for</strong>mation they seek online. The same holds true<br />

<strong>for</strong> Web 2.0 in<strong>for</strong>mation, if not more so, since there are<br />

so many more in<strong>for</strong>mation providers. As the quantities<br />

of both producers <strong>and</strong> products grow, quality becomes<br />

more difficult to distinguish as well. Instructors today<br />

do their students a great service by asking them to consider<br />

validity, reliability, <strong>and</strong> bias of online in<strong>for</strong>mation.<br />

Looking <strong>for</strong>ward to Web 2.5, Web 3.0, <strong>and</strong> beyond, we<br />

will rely on context-sensitive searching, intelligent<br />

searching, peer review ratings, <strong>and</strong> content expert review<br />

ratings to separate the digital chaff <strong>from</strong> the digital<br />

wheat. Finding instructional content <strong>and</strong> activities to<br />

meet almost any learning objectives will continue to<br />

become easier, but finding quality instruction will take<br />

more ef<strong>for</strong>t.<br />

COMMUNICATE<br />

In many countries around the world today, communication<br />

by cell phones is ubiquitous. Trends in mobile<br />

<strong>and</strong> social computing will make it possible <strong>for</strong> learners<br />

to create <strong>and</strong> interact with learning communities. For<br />

example, using course rosters as “buddy lists” in connection<br />

with wireless, mobile devices such as personal<br />

digital assistants (PDAs), students will be able to identify<br />

if their peers are nearby on campus. Someone in a large<br />

section class with more than 100 students will be able to<br />

use technology to create a sense of community. The<br />

social computing phenomenon will move beyond using<br />

static Web pages to share party pictures with peers to<br />

using digital storytelling to share competencies with<br />

future employers. Instead of smart mobs protesting a<br />

political decision, “smart study groups” will <strong>for</strong>m to<br />

prepare <strong>for</strong> quizzes or to provide feedback about written<br />

assignments be<strong>for</strong>e submitting them <strong>for</strong> a grade.<br />

Communication challenges in education will include<br />

infrastructure, resources, <strong>and</strong> freedom of speech. Maintaining<br />

an adequate communication infrastructure <strong>for</strong><br />

learning means setting up wireless networks throughout<br />

a campus or even throughout a metropolitan area. This<br />

work is expensive, labour intensive, <strong>and</strong> requires a great<br />

deal of planning. <strong>Education</strong>al organizations do not always<br />

have the right amount of resources to keep communications<br />

running smoothly. Chapter 26, Techno<br />

Expression, covers bridging the gap between allowing<br />

freedom of expression <strong>and</strong> setting boundaries to restrict<br />

inappropriate behaviour. Despite the power of emerging<br />

technologies in education, this balance is difficult to<br />

achieve.<br />

COLLABORATE<br />

With both current <strong>and</strong> emerging technologies, people<br />

sometimes collaborate without the intention or knowledge<br />

of doing so. Mashups, <strong>for</strong> instance, require multiple<br />

parties to play a role, but only the person who creates<br />

<strong>Education</strong> <strong>for</strong> a <strong>Digital</strong> <strong>World</strong> 17

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