Applying Web 2.0 Technologies to Traditional Teaching

Author(s):  
Royce Ann Collins

Through out the years, teaching has evolved with each passing generation and adapted to the new technologies and new ways of instructing as the latest research is published. For example, once typing was taught with manual typewriters, then electric typewriters. Now, the courses are called keyboarding and they are taught on computers. Currently, the teaching platform is evolving into a virtual world with collaborative, interactive web technologies. Addressing teaching from a learner-centered approach, this chapter will discuss the evolution of teaching as new generations of adults enter the learning environment and examine a case study of one instructor’s journey in incorporating new Web 2.0 technologies into courses.

ReCALL ◽  
2008 ◽  
Vol 20 (2) ◽  
pp. 124-140 ◽  
Author(s):  
Gráinne Conole

AbstractWhat does learning in today's technology-enhanced environment mean? Is learning as an activity fundamentally changing as a result of the opportunities offered by new technologies and tools? How are the new communicative channels and increased social dimensions possible through Web 2.0 technologies impacting on the way students work and learn? And what does this mean for the role of teachers and institutions in terms of how they support students? This paper considers these questions and reports on findings from current research evaluating how students are actually using technologies and what this research tells us about the ways in which patterns of learning might be changing. It will consider the implications for individual teachers (in terms of designing and supporting learning activities for students) and institutions in terms of the impact on policy and the associated infrastructure needed to provide an appropriate environment that maximises the potential offered by new technologies.


2020 ◽  
Vol 9 (1) ◽  
pp. 247-255
Author(s):  
Amine Moutaouakkil ◽  
Samir Mbarki

With the rise of new web technologies such as web 2.0, Jquery, Bootstrap. Modernizing legacy  web systems to  benefit from the advantages of the new technologies is more and more relevant. The migration of a system from an environment to another is a time and effort consuming process, it involves a complete rewrite of the application adapted to the target platform. To realize this migration in an automated and standardized way, many approaches have tried to define standardized engineering processes. Architecture Driven Modernization (ADM) defines an approach to standardize and automate the reengineering process.  We defined an ADM approach to represent PHP web applications in the highest level of abstraction models. To do this, we have used software artifacts as a entry point . This paper describes the extraction process, which permits discovering and understanding of the legacy system. And generate models to represent the system in an abstract way.


Author(s):  
Kae Novak ◽  
Chris Luchs ◽  
Beth Davies-Stofka

This case study chronicles co-curricular activities held in the virtual world Second Life. The event activities included standard content delivery vehicles and those involving movement and presence. Several international content experts were featured and allowed students to meet and discuss ideas on a common ground with these experts. When developing these events, the researchers wondered, could an immersive learning environment be provide a deeper level of engagement? Was it possible to have students do more than just logging in? During the events, the students discovered a whole new way of learning. Chief among their discoveries was the realization that in these virtual world educational events, students, scholars, and faculty can all be mentors as well as learners. In virtual worlds, the expert-on-a-dais model of teaching is rapidly replaced by a matrix of discussion, collaboration, and movement that quickly generates a pool of ideas and knowledge.


2012 ◽  
pp. 182-199
Author(s):  
Henk Huijser ◽  
Michael Sankey

This chapter outlines the potential benefits of incorporating Web 2.0 technologies in a contemporary higher education context, and identifies possible ways of doing this, as well as expected challenges. It uses the University of Southern Queensland (USQ), primarily a distance education provider, as the context for many of its case study examples. In particular, it addresses the important role of the allowances of particular learning management systems (LMSs) in pedagogical applications of Web 2.0 technologies. Overall, this chapter argues that the goals and ideals of Web 2.0/Pedagogy 2.0 can be achieved, or at least stimulated, within an institutional LMS environment, as long as the LMS environment is in alignment with such goals and ideals. It uses the implementation of Moodle at USQ as a case study to reinforce this argument and explore which factors potentially influence a shift in thinking about learning and teaching in a Web 2.0 context.


2013 ◽  
pp. 1134-1151
Author(s):  
Thomas Ryberg ◽  
Lone Dirckinck-Holmfeld ◽  
Chris Jones

In this chapter, the authors explore perspectives on the notion of “digital natives” and present a case in which Web 2.0 technologies were introduced to students. They discuss studies critical of the generational metaphor, and argue that it should not be uncritically assumed that there is a generation of digital natives, but that young people may need to develop skills often associated with the digital natives. The authors present a case reflecting these pedagogical aims, involving an online Web 2.0 learning environment called Ekademia. The findings of the case reflect a gap between the researchers’ intentions and the actual outcomes. In particular, the learning environment failed to provide sufficient scaffolding for the students, who needed more support than was assumed. It is therefore suggested that educational use of social software technologies should have stronger connections to curricular activities, involve a more concerted pedagogical effort, and be supported by a higher degree of institutionalization.


2010 ◽  
Vol 01 (02) ◽  
pp. 96-115 ◽  
Author(s):  
J. O’Donnell ◽  
M. Clayton ◽  
P. Anderson ◽  
A. Krueger ◽  
H. Spallek

SummaryWeb 2.0 technologies, known as social media, social technologies or Web 2.0, have emerged into the mainstream. As they grow, these new technologies have the opportunity to influence the methods and procedures of many fields. This paper focuses on the clinical implications of the growing Web 2.0 technologies. Five developing trends are explored: information channels, augmented reality, location-based mobile social computing, virtual worlds and serious gaming, and collaborative research networks. Each trend is discussed based on their utilization and pattern of use by healthcare providers or healthcare organizations. In addition to explorative research for each trend, a vignette is presented which provides a future example of adoption. Lastly each trend lists several research challenge questions for applied clinical informatics. Citation: Spallek H, O’Donnell J, Clayton M, Anderson P, Krueger A. Paradigm shift or annoying distraction – emerging implications of Web 2.0 for clinical practice. Appl Clin Inf 2010; 1: 96–115 http://dx.doi.org/10.4338/ACI-2010-01-CR-0003


2011 ◽  
Vol 5 (2) ◽  
pp. 147-157
Author(s):  
Dan Goren

Whilst the application of online multimedia digital technology within arts and humanities research has burgeoned over the last decade, the practice of openly conducting collaborative and in particular discursive research publicly online remains one of the most unfamiliar and conceptually problematic areas for many academics in the field. Based on user surveys, blog posts, and forum discussions, this article provides both an account and assessment of Web 2.0 technologies in use on a large-scale arts and humanities research project. Examining usage by and impressions of both the project team and the wider community of users, it investigates both the advantages gained and problems faced through the use of a virtual research environment (VRE). It also pays special attention to the use of video and its implications for research practices.


2021 ◽  
Author(s):  
◽  
Natalie Liverant

<p>Tweet Carefully, Museums presents an in-depth case study of audiences and a museum using social media in the current Web 2.0 age. It explores online protest and controversy over an event held at the Museum of Fine Arts, Boston (MFA) in 2015. This dissertation addresses a current gap in the literature centred on public use of social media as a platform to engage in museum-centred debate and discussion. At the moment, literature discussing new technologies in museums focuses heavily on an institution-to-audiences model. While this is indeed useful information, there is another aspect of digital media that has been largely neglected. In their case study, Gronemann et al. observed that overall, museums distanced themselves from discursive co-construction in their Facebook posts. The lack of engagement with audience can have adverse effects as social media grows in its popularity to mobilise the public in the name of social justice. “Western” museums, many of which have a history of fostering colonial narratives, can also be perceived as authoritative institutions. Museums need to engage more conscientiously with their online audiences. Unconsidered or insensitive engagement over social media may have adverse effects on institutions.  Kimono Wednesdays was an event where the public was invited to try on kimono in Gallery 255 at the MFA. The MFA advertised the event on a few social media platforms. On Facebook, the advertisement drew the harshest criticisms from a section of the Asian-American community. The sensational attention on Facebook grew quickly into physical protest inside Gallery 255. This case study analyses a sample of the dialogic posts, comments, and replies left on Facebook during the protests. It also analyses a symposium organised by the MFA, Kimono Wednesdays: A Conversation, where a panel made up of academics, museum staff, and a protester discussed the various concepts and perceptions of the museum’s controversial advertising and event.  This case study demonstrates that social media is a double-edged sword for museums, as it is a useful tool, but presents uncomfortable challenges. The key findings from this study show how content on the internet can be misinterpreted and how implicit bias can occur from any institution. As museums embrace Web 2.0 applications, they too must become more aware of their online presence and set in place methods of dialogic co-construction so as to better understand and communicate with the diversifying cultures that surround them.</p>


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