Using Wikis in Educational Research

Author(s):  
Patrick A. Smith

A wiki is a user-created website that can be accessed and modified by multiple users. As a Web 2.0 technology, wikis can be used to produce collaborative, co-created information and knowledge. The use of wikis can harness a group's collaborative and creative energy and allow the group to produce shared knowledge that benefits all members. Wiki also serves as a powerful tool for educational research. In this chapter, the author discusses the use of wikis in education and presents the results of a case study which explores factors that impact perceptions among faculty and students of the value of wiki technology in legal education, as well as the benefits of using wiki technology in educational research.

Author(s):  
Wail M. Omar

Web 2.0 is expected to be the next technology in the interaction between the enterprise applications and end users. Such interaction will be utilized in producing self-governance applications that are able to readjacent and reconfigure the operation framework based on users’ feedback. To achieve this, huge numbers of underneath resources (infrastructures and services) are required. Therefore, this work proposes the merge of Web 2.0 technology and grid computing overlay to support Web 2.0 framework. Such merge between technologies is expected to offer mutual benefits for both communities. Through this work, a model for managing the interaction between the two technologies is developed based on the adapting of service oriented architecture (SOA) model, this model is known as SOAW2G. This model manages the interaction between the users at the top level and resources at the bottom layer. As a case study, managing health information based on users’ (doctors, medicine companies, and others) experiences is explored through this chapter.


Author(s):  
Graham Barwell ◽  
Chris Moore ◽  
Ruth Walker

<span>The model of learning best suited to the future may be one which sees learning as the process of managing the different kinds of participation an individual might have in complex social systems. Learning capability and engagement is thus dependent on the relationship between an individual identity and social systems. We report on the incorporation of</span><em>machinima</em><span>, a Web 2.0 technology, as part of an interdisciplinary and collaborative project where the focus is not on the mastery of the tools or the acquisition of predetermined knowledge, but on the development of learning engagement. We provide the case study of a pilot project involving students across two Arts disciplines collaborating via the game, </span><em>World of Warcraft</em><span>, to produce an animated adaptation of one of Geoffrey Chaucer's </span><em>Canterbury Tales</em><span>. Their contributions were differently assessed according to the pre-existing requirements of their home disciplines. We argue that the assessment in such projects, in conjunction with innovations and experimentation with Web 2.0 technologies, should shift from an emphasis on product to process. We believe that this has a sound pedagogical and theoretical foundation, and also fits better with the increasingly digitalised, unfixed and interdisciplinary world that students will face on graduation.</span>


Technovation ◽  
2010 ◽  
Vol 30 (4) ◽  
pp. 238-248 ◽  
Author(s):  
Dotun Adebanjo ◽  
Roula Michaelides
Keyword(s):  

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