SlideShare a Scribd company logo
Cyberculture, Academia, and the New Web A survey for summer 2008
Plan of the talk Pieces of Web 2.0 Gaming the world Mobility (Vermont trees and sky, winter 2008)
Thematics Emergence in time and space Pedagogy Open determinism (“Sorpdragon,” Voicethread 2007)
Memes Shadow IT Storytelling Giants (Vermont bridge, January 2006)
One odd metaphor Web 2.0 and education is like gaming and education:  awareness is challenging Huge, financially and quantitatively successful worlds Global and rapidly developing scope Bad anxieties, policies, and media coverage Perceived lack of seriousness (Second Life screenshot, 2006)
Five responses Web 2.0 and education is like gaming and education:  intersections are happening Take advantage of preexisting projects and services Mod/warp/hack  DIY Literacy: new media Influence (World of Warcraft)
I. Web 2.0 (Web 2.0 Bullshit Generator,  http://emptybottle.org/bullshit/ )
“ Technorati is now tracking over 70 million weblogs, and we're seeing about 120,000 new weblogs being created worldwide each day. That's about 1.4 blogs created every second of every day.” (David Sifry, April 2007 )
(Flickr blog, March 2008)
Will YouTube kill the podcasting star? (eMarketer, February 2008; Via Podcasting News)
(Le Monde, January 14 2008)
(March 2008 http://wikimediafoundation.org/wiki/Press_releases/10M_articles )
The term’s history: Tim O’Reilly, 2005 Expands “social software” Draws on Web history
Microcontent, rather than sites or large documents (NITLE blog Liberal Education Today,  http://b2e.nitle.org )
I. Web 2.0 Multiply authored microcontent
Open content and/or services and/or standards… (Pepysblog, 2003-)
… leading to networked conversations (Pepysblog, 2003-)
O’Reilly: Web 2.0 is a platform for development Open APIs Access to data Virtue of the lazyweb ( http://www.hurricanearchive.org/ , Center for History and New Media,George Mason University) Programming staff Perceived recognition
Web 2.0 components, movements Collaborative writing platforms: the  wiki  way
-Viégas, Wattenberg, Dave (Historyflow, IBM, 2004) Wikis are (often) textually productive
Web 2.0 components, movements collaborative writing platforms:  the blogosphere (Radio Open Source blog/podcast)
State of the blogosphere, more Diversity: diaries, public intellectuals, carnivals, knitters, moblogs, warblogs home and abroad… 12 people million using three platforms, including LiveJournal: majority women (Anil Dash, MeshForum 2006) NIH guidelines,  http://www.ncbi.nlm.nih.gov/books/bv.fcgi?rid=citmed.section.61024
What’s happened since “podcasting” in 2004? Neologisms: godcasting nanocasting podfading podsafe podspamming podvertising porncasting (Missing Link podcast, Southwestern University)
Web 2.0 influences rich media: video (Gootube? Suetube?)
Videoblogging (vlog?  vog?) (Ask a Ninja; Rocketboom; Howard Rheingold)
Social object:  the person FaceBook MySpace LinkedIn ZoomInfo CyWorld… “ Less than four years after its launch, 15 million people, or almost a third of the country's population, are members.” ( BusinessWeek , September 2005)
Social objects of all sorts (Kenyan crisis-Google Maps mashup, Ushahidi  http://www.ushahidi.com/  2008)
Social organization of information, new forms:  folksonomy  Search Retrieval Self-awareness http://del.icio.us/ for DoctorNemo
Community  surfacing Ontology Concepts  Collaborative research
Keeping up NITLE workshop tag cloud, 2008
Extrapolating principles: Ton Zylstra on the social object: “ In general you could say that both Flickr and del.icio.us work in a triangle: person, picture/ bookmark, and tag(s). Or more abstract a person, an  object of sociality , and some descriptor...” (Zylstra in Second Life, 2007)
“… In every triangle there always needs to be a person and  an object of sociality . The third point of the triangle is free to define[,] as it were.” - http://www.zylstra.org , 2006 (emphases added)
(“Online Communities”, XKCD, April 2007 )… For academia, this can seem a bit overwhelming
(“Online Communities”, XKCD, April 2007 ) Already out of date For academia, this can seem a bit overwhelming
Flickr and storytelling Tell a story in 5 frames  group “ Gender Miscommunication”,  Nightingai1e, 2006
 
 
 
“ Gender Miscommunication” (Nightingai1e, 2006)
Social photo stories Or remix social media into narratives Example: "Farm to Food", Eli the Bearded (2008) Library of Congress collections
Social photo stories
Social photo stories
Social photo stories Flickr, Tell A Story in Five Frames group ( http://www.flickr.com/groups/visualstory/ ) Example: "Food to Farm", Eli the Bearded (2008)
Social photo stories Example: "Food to Farm", Eli the Bearded (2008)
Social photo stories Pedagogies: Remix Archive work Social presentation Visual literacy ( http://www.flickr.com/groups/visualstory/discuss/72157603786255599/ ; http://www.flickr.com/photos/library_of_congress/  )
Social workshopping In the Tell a story in 5 frames group, 'Alone With The Sand' ,  moliere1331 (2005)
Pedagogies and publications Teaching with Web 2.0: it’s not all new - Web 1.0, internet pedagogies Hypertext Web audience Discussion fora  Collaborative document authoring Groupware
Teaching with Web 2.0: it’s not all new Earlier pedagogies Journaling Media literacy
Teaching with Web 2.0: principles http://smarthistory.blogspot.com/   Distributed conversation Collaborative writing Object-oriented discussion Connectivism (G. Siemens, 2004)
Social object pedagogies Prompts Discussion object Composition materials
Teaching with Web 2.0: “ net.gen ”: “ Fully half of all teens and 57 percent of teens who use the Internet could be considered Content Creators, according to a survey by the Pew Internet & American Life Project.” http://www.pewtrusts.com/pdf/PIP_Teens_1105.pdf
“ [S]tudents… write words on paper, yes— but… also compose words and images and create audio files on Web logs (blogs), in word processors, with video editors and Web editors and in e-mail and on presentation software and in instant messaging and on listservs and on bulletin boards—and no doubt in whatever genre will emerge in the next ten minutes. Note that no one is making anyone do any of this writing .” Kathleen Blake Yancey, "Made Not Only in Words: Composition in a New Key."  CCC  56.2 (2004):297-328. Emphasis added.
More social object pedagogies Annotate details Remix (“Make it mine”) Edugadget http://www.edugadget.com/2005/05/07/flickr-creative-commons
Wiki pedagogies Collective research Group writing Document editing Information literacy Discussion Knowledge accretion (Romantic Audiences project Bowdoin College, 2005-present Discussion Knowledge accretion
Podcasts and teaching:  profcasting Bryn Mawr College: Michelle Francl, chemistry Duke: “Classroom recording” Learning objects: Gardner Campbell, University of Richmond Duke: “Course content dissemination” Information literacy
Student program podcasting on campus War News Radio  (Swarthmore College) PEPI courses (University of British Columbia, department of Land and Food Resources)
Podcasts and research Public intellectual Out of the Past Engines of Our Ingenuity  In Our Time University Channel The Missing Link
Media to  enhance other media Podcast + pdfs: Allegheny College, Gothcast
Academic open archives for social media Freesound archive DIY copyright Social networking values University of Pompeu Fabra (Barcelona) ( http://freesound.iua.upf.edu/ )
New forms of scholarly communication CommentPress implementation, Institute for the Future of the Books McKenzie Wark, Eugene Lang College
Still more bookblogging Siva Vaidhyanathan, University of Virginia
Combining Web 2.0 forms Podcasting Blogging Digital storytelling Web-based photography YouTube Video mashups Middlebury College, Jason Mittell and Barbara Ganley Blend teaching with research BG now involved in rural community media
II. Gaming Long history of gaming Predigital Chess, go, Senet, mancala, backgammon, dice, cards Kriegspiel Cold War games Digital Spacewar Zork to IF boom (1980s) 1990s rebirth
Gaming in 2008 Physical platforms Console Cell phone PSP Extended forms (DDR) New forms: Wii PC CD, DVD Browser Downloadable  … And these can be combined
Size: huge  (WoW: 10 million subscribers,  January 2008) Player range: genders, classes, nations Interface, device driver Eve Online, from site
Growing content diversity Current events (Kumawar) Political argument (September 12th, FoodForce) Religious gaming (Left Behind: Eternal Forces, 2006) Literary gaming (Kafkamesto, 2006)  (BBC Climate Challenge; Ayiti:  both 2007-present)
Genres First-person shooter Puzzle  Platform jumper Strategy “ Adventure” Sports  Minigame (Koster fractals) New forms Katamari Portal Augmented reality games
Economics of games Who creates games? Businesses Governments Nonprofits Amateurs  Scales Large games $millions EA, Microsoft Modding Back to Doom, hacking, View Source Neverwinter Nights Casual games Other economics Gambling Gold farming Currency trading
Offshoot: machinima Tools Counterstrike, Halo Second Life The Movies  Art movement Machinima Academy of Arts and Sciences ( http://www.machinima.org/ )  (Koulamata, “The French Democracy”, 2006)
Virtual worlds “’ Cyberspace.  A  consensual hallucination  experienced daily by  billions  of legitimate  operators, in every nation, by children being taught mathematical concepts. A graphic representation  of data abstracted from the banks  of every  computer in the human system…” Antecedents, early digital: science fiction 1984: William Gibson,  Neuromancer 1992: Neal Stephenson,  Snow Crash - Neuromancer
Antecedents, digital: the MUD, Adventure (1970s-present)   (LambdaMOO, 1990-present)
Antecedents, predigital: Theater of Memory  (from Philippe Codognet,  http://webia.lip6.fr/~codognet/ )
Avatar spaces -Activeworlds -Atmospheres -There (Activeworlds, 1995-present; image via  www.virtualworldlets.net )
-Habbo Hotel -Cyworld (Club Penguin, 2005-present) 2d-3d worlds   -Runescape -VMK
Google Earth -Keyhole DB -2d: KML -3d: Sketchup -reach -Geotagging photos: videos Mirror worlds
Augmented Reality “ Human Pacman,” Adrian David Cheok, circa 2005 -mobile devices game players general use tools -science fiction explores (Vernor Vinge,  Rainbows End )
Interactive Fiction Speaking of text adventures: 1980s boom: Infocom Ongoing art form Nick Montfort,  Twisty Little Passages (“Dead Cities”, from Lovecraft Commonplace Book project 2007 http:// www.illuminatedlantern.com/if/games/lovecraft / )
Interactive Fiction Speaking of text adventures: Inform 7, free IF editor (Richard Liston, Ursinus College, classroom example 2008)
Narrative Where is storytelling in a game? Sequence of activities Cut-scene or cinematic Writerly player Encyclopedia world (Murray, Manovich) Ludology vs. narratology Linearity? Game on rails Branching outcomes Multilinear Open-ended
Alternate reality games Permeability of game boundary (space and time) Focus on distributed, collaborative cognition Increased ephemerality  (Perplex City, 2003-2006)
Political ARGs (ex:  World Without Oil , May 2007) ()
Gaming and education “Video games… situate meaning in a multimodal space through embodied experiences to solve problems and reflect on the intricacies of the design of imagined worlds and the design of both real and imagined social relationships and identities in the modern world.”
21-century boom James Paul Gee (author of preceding quote) Marc Presnsky Henry Jenkins John Seely Brown Mia Consalvo Constance Steinkuehler Kurt Squire
James Paul Gee’s argument Semiotic domains; tranference Embodied action and feedback Projective identity Edging the regime of competence (Vygotsky) Probe-reprobe cycle Social learning (roles; consumption-production)
Gee on  Rise of Nations “Fish tank” tutorial Strategic self-assessment
Multimedia literacies Gee: multimodal principle Selfe  et al : multimodal literacy Bogost: procedural rhetoric Dean for American game (2004) Archived at  http://www.deanforamericagame.com/play.html
Multimedia literacies “… within games, there are in fact multitudes of literacy practices – games are full of text, she asserted, to say nothing of the entirely text-based fandom communities online that take place in forums, blogs and social networks.” Constance Steinkuehler, FuturePlay 2007, Toronto Quoted in  http://www.gamasutra.com/php-bin/news_index.php?story =16264
Which educational theory? Ian Bogost: behaviorist versus constructivist Issues summoned up: Media effect (violence) Transfer across domains, platforms “ Simulation gap” Subjectivity and assessment Image from Scot Osterweil, presentation to Learning from Video Games: Designing Digital Curriculums (NERCOMP SIG , 2007)
Pedagogical functions Jason Mittell, Middlebury college: Skills  Simulations Politics (criticism, activism) Media studies (psych, cultural studies, media) NITLE brownbag, January 2008
Pedagogy: virtual worlds Ancient Spaces project, University of British Columbia Machu Picchu, Arts Metaverse, Open Croquet
Pedagogy: virtual worlds Second Life,  Bryan Zelmanov Pedagogy: social software “ Emotional bandwidth” (Linden Labs) Social presence Self-expression
Game studies Serious Games Conferences Scholarly articles and books (MIT Press) Games Learning Society conference,  http://www.glsconference.org/2008/index.html
Game studies Liberal arts instances Aaron Delwiche, Trinity  (image) Christian Spielvogel, Hope Harry Brown, Depauw
III. Mobile  All of Web 2.0, just more so Ambient Accelerating  Annotating http://www.phonebashing.com/
(Found on BBC site, June 2005) The problem of the American situation
Pedagogical elements Information on demand Time usage changes Class/world barrier reduction Mobile, multimedia, social research  Personal intimacy with units Spatial mapping  Swarming
Pedagogies: new forms John Schott, Carleton College, 2006; University of Umea, 2004
Challenges Platform profusion Walled gardens Network limitations Student privacy Faculty/staff privacy Copyright poaching (Blackbelt Jones, November 2007; Open Handset Alliance)
National Institute for Technology and Liberal Education (NITLE)  http://nitle.org Liberal Education Today blog  http://b2e.nitle.org

More Related Content

PPT
ACRL-NEC 2008 presentation
PPT
Social software for teaching and learning, mid-2008
PPT
Willamette digital humanities seminar 2009, part 1
PPT
I School 2008 talk notes
PPT
Enriching Scholarship keynote, 2007, University of Michigan
PPT
NITLE IT Leaders 2009: Emerging Technologies in a Submerging Economy
PPT
Social Software, teaching, and learning: fall 2007
PPT
"Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life"
ACRL-NEC 2008 presentation
Social software for teaching and learning, mid-2008
Willamette digital humanities seminar 2009, part 1
I School 2008 talk notes
Enriching Scholarship keynote, 2007, University of Michigan
NITLE IT Leaders 2009: Emerging Technologies in a Submerging Economy
Social Software, teaching, and learning: fall 2007
"Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life"

What's hot (19)

PPT
I am Library: an ode to self-discovery and collective creativity in Second Li...
PPT
Web 2.0 intro
PPT
ELI Web 2.0 Storytelling workshop: Introduction
PPT
Technology and Community
PPT
PDF
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...
PPTX
Social media 101
PDF
Library 2.0
PPTX
2011 - Analyzing Wikieducators - Short Ethnography
PPT
Web 2.0 and virtual worlds
PDF
Kdd12 tutorial-inf-part-i
PDF
Kdd12 tutorial-inf-part-ii
PPT
Co13 benjamin stewart
PPT
Social Action And New Media: On Becoming a Smart Mob
PDF
(Higher) Education Beyond the University
PPTX
The Self Online
PPTX
Crowdsourcing
PDF
Mark McGure - Open Strategies in Design Education (Cumulus Dublin 8 Nov. 2013)
PDF
Teaching and Learning Technology
I am Library: an ode to self-discovery and collective creativity in Second Li...
Web 2.0 intro
ELI Web 2.0 Storytelling workshop: Introduction
Technology and Community
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...
Social media 101
Library 2.0
2011 - Analyzing Wikieducators - Short Ethnography
Web 2.0 and virtual worlds
Kdd12 tutorial-inf-part-i
Kdd12 tutorial-inf-part-ii
Co13 benjamin stewart
Social Action And New Media: On Becoming a Smart Mob
(Higher) Education Beyond the University
The Self Online
Crowdsourcing
Mark McGure - Open Strategies in Design Education (Cumulus Dublin 8 Nov. 2013)
Teaching and Learning Technology
Ad

Viewers also liked (6)

PPT
Fpvp
PPT
Web 2.0 Presentation
PPT
21st Century Education
PPT
Web 2.0 and pedagogy overview, Wesleyan 2006
PPTX
An Introduction to Web 2.0
PPT
Weather or not
Fpvp
Web 2.0 Presentation
21st Century Education
Web 2.0 and pedagogy overview, Wesleyan 2006
An Introduction to Web 2.0
Weather or not
Ad

Similar to Emerging tech for teaching and learning: heading into fall 2008 (20)

PPT
DC Tech and Humanities talk
PPT
Emerging Technologies for teaching and learning: NITLE Instructional Technolo...
PPT
NFAIS 2008 Talk
PPT
Web 2.0 and pedagogy overview, 2007
PPT
Web 2.0 and pedagogy overview, June 2007
PPT
Social software in education: an early 2007 overview
PPT
Social Software
PPT
Social software in education: an early 2007 overview
PPT
Wesleyan Reunion Commencement 2007
PPT
Web 2.0 and pedagogy overview, Wesleyan 2006
PPT
Web 2.0 and pedagogy overview, Wesleyan 2006
PPT
NMC 2006 regional
PPT
Web 2.0 and the LMS
PPT
Web 2.0 2006: Implications for the LMS
PPT
PPTX
"Thrilling Wonder Stories of Cyberculture", NEH 2010
PPT
LMS meets Web 2.0: mid-2008
PPT
Technology
PPT
Technology
KEY
Conole moodlemoot
DC Tech and Humanities talk
Emerging Technologies for teaching and learning: NITLE Instructional Technolo...
NFAIS 2008 Talk
Web 2.0 and pedagogy overview, 2007
Web 2.0 and pedagogy overview, June 2007
Social software in education: an early 2007 overview
Social Software
Social software in education: an early 2007 overview
Wesleyan Reunion Commencement 2007
Web 2.0 and pedagogy overview, Wesleyan 2006
Web 2.0 and pedagogy overview, Wesleyan 2006
NMC 2006 regional
Web 2.0 and the LMS
Web 2.0 2006: Implications for the LMS
"Thrilling Wonder Stories of Cyberculture", NEH 2010
LMS meets Web 2.0: mid-2008
Technology
Technology
Conole moodlemoot

More from Bryan Alexander (20)

PPTX
Future scenario exercise: Trump wins the 2024 election
PPTX
AI as agent of chaos in higher education
PPTX
SCUP 2023 Cleveland presentation.pptx
PPTX
Futures for the Web - Reclaim 2023.pptx
PPTX
Printing press introduction.pptx
PPTX
ShapingEDU climate ed tech session
PPTX
Futures of gaming from 2022
PPT
digital storytelling for edu
PPTX
Climate change and higher education: a look ahead from 2020
PPTX
Role playing games intro
PPTX
Computer games intro
PPTX
Introduction to gaming
PPTX
Social justice in gaming
PPTX
Tabletop games
PPTX
DTL 2019 keynote
PPTX
Introduction to project FOEcast
PPTX
Future trends for education and technology: 2018
PPTX
VR/AR/MR in education
PPT
Digital storytelling for higher education
PPTX
Automation and creativity: NMC 2017
Future scenario exercise: Trump wins the 2024 election
AI as agent of chaos in higher education
SCUP 2023 Cleveland presentation.pptx
Futures for the Web - Reclaim 2023.pptx
Printing press introduction.pptx
ShapingEDU climate ed tech session
Futures of gaming from 2022
digital storytelling for edu
Climate change and higher education: a look ahead from 2020
Role playing games intro
Computer games intro
Introduction to gaming
Social justice in gaming
Tabletop games
DTL 2019 keynote
Introduction to project FOEcast
Future trends for education and technology: 2018
VR/AR/MR in education
Digital storytelling for higher education
Automation and creativity: NMC 2017

Recently uploaded (20)

PPTX
Safety_Pharmacology_Tier2_Edibbbbbbbbbbbbbbbable.pptx
PDF
Rakshabandhan – Celebrating the Bond of Siblings - by Meenakshi Khakat
PPTX
The story of Nomuzi and the way she was living
PPTX
providenetworksystemadministration.pptxhnnhgcbdjckk
PPT
business model and some other things that
PDF
TAIPANQQ SITUS MUDAH MENANG DAN MUDAH MAXWIN SEGERA DAFTAR DI TAIPANQQ DAN RA...
PDF
Rare Big Band Arrangers Who Revolutionized Big Band Music in USA.pdf
PDF
Keanu Reeves Beyond the Legendary Hollywood Movie Star.pdf
PDF
WKA #29: "FALLING FOR CUPID" TRANSCRIPT.pdf
PDF
High-Quality PDF Backlinking for Better Rankings
PDF
MAGNET STORY- Coaster Sequence (Rough Version 2).pdf
PDF
Gess1025.pdfdadaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
PDF
WKA #29: "FALLING FOR CUPID" TRANSCRIPT.pdf
PPTX
the-solar-system.pptxxxxxxxxxxxxxxxxxxxx
PDF
Commercial arboriculture Commercial Tree consultant Essex, Kent, Thaxted.pdf
PDF
TAIPANQQ SITUS MUDAH MENANG DAN MUDAH MAXWIN SEGERA DAFTAR DI TAIPANQQ DAN RA...
PDF
How Old Radio Shows in the 1940s and 1950s Helped Ella Fitzgerald Grow.pdf
PDF
Apresentação2 analise estrutual.hhjghjpdf
PPTX
TOEFL ITP Grammar_ Structure & Written Expression.pptx
PDF
Between the Reels and the Revolution Enzo Zelocchi’s Unscripted Path Through ...
Safety_Pharmacology_Tier2_Edibbbbbbbbbbbbbbbable.pptx
Rakshabandhan – Celebrating the Bond of Siblings - by Meenakshi Khakat
The story of Nomuzi and the way she was living
providenetworksystemadministration.pptxhnnhgcbdjckk
business model and some other things that
TAIPANQQ SITUS MUDAH MENANG DAN MUDAH MAXWIN SEGERA DAFTAR DI TAIPANQQ DAN RA...
Rare Big Band Arrangers Who Revolutionized Big Band Music in USA.pdf
Keanu Reeves Beyond the Legendary Hollywood Movie Star.pdf
WKA #29: "FALLING FOR CUPID" TRANSCRIPT.pdf
High-Quality PDF Backlinking for Better Rankings
MAGNET STORY- Coaster Sequence (Rough Version 2).pdf
Gess1025.pdfdadaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
WKA #29: "FALLING FOR CUPID" TRANSCRIPT.pdf
the-solar-system.pptxxxxxxxxxxxxxxxxxxxx
Commercial arboriculture Commercial Tree consultant Essex, Kent, Thaxted.pdf
TAIPANQQ SITUS MUDAH MENANG DAN MUDAH MAXWIN SEGERA DAFTAR DI TAIPANQQ DAN RA...
How Old Radio Shows in the 1940s and 1950s Helped Ella Fitzgerald Grow.pdf
Apresentação2 analise estrutual.hhjghjpdf
TOEFL ITP Grammar_ Structure & Written Expression.pptx
Between the Reels and the Revolution Enzo Zelocchi’s Unscripted Path Through ...

Emerging tech for teaching and learning: heading into fall 2008

  • 1. Cyberculture, Academia, and the New Web A survey for summer 2008
  • 2. Plan of the talk Pieces of Web 2.0 Gaming the world Mobility (Vermont trees and sky, winter 2008)
  • 3. Thematics Emergence in time and space Pedagogy Open determinism (“Sorpdragon,” Voicethread 2007)
  • 4. Memes Shadow IT Storytelling Giants (Vermont bridge, January 2006)
  • 5. One odd metaphor Web 2.0 and education is like gaming and education: awareness is challenging Huge, financially and quantitatively successful worlds Global and rapidly developing scope Bad anxieties, policies, and media coverage Perceived lack of seriousness (Second Life screenshot, 2006)
  • 6. Five responses Web 2.0 and education is like gaming and education: intersections are happening Take advantage of preexisting projects and services Mod/warp/hack DIY Literacy: new media Influence (World of Warcraft)
  • 7. I. Web 2.0 (Web 2.0 Bullshit Generator, http://emptybottle.org/bullshit/ )
  • 8. “ Technorati is now tracking over 70 million weblogs, and we're seeing about 120,000 new weblogs being created worldwide each day. That's about 1.4 blogs created every second of every day.” (David Sifry, April 2007 )
  • 10. Will YouTube kill the podcasting star? (eMarketer, February 2008; Via Podcasting News)
  • 11. (Le Monde, January 14 2008)
  • 13. The term’s history: Tim O’Reilly, 2005 Expands “social software” Draws on Web history
  • 14. Microcontent, rather than sites or large documents (NITLE blog Liberal Education Today, http://b2e.nitle.org )
  • 15. I. Web 2.0 Multiply authored microcontent
  • 16. Open content and/or services and/or standards… (Pepysblog, 2003-)
  • 17. … leading to networked conversations (Pepysblog, 2003-)
  • 18. O’Reilly: Web 2.0 is a platform for development Open APIs Access to data Virtue of the lazyweb ( http://www.hurricanearchive.org/ , Center for History and New Media,George Mason University) Programming staff Perceived recognition
  • 19. Web 2.0 components, movements Collaborative writing platforms: the wiki way
  • 20. -Viégas, Wattenberg, Dave (Historyflow, IBM, 2004) Wikis are (often) textually productive
  • 21. Web 2.0 components, movements collaborative writing platforms: the blogosphere (Radio Open Source blog/podcast)
  • 22. State of the blogosphere, more Diversity: diaries, public intellectuals, carnivals, knitters, moblogs, warblogs home and abroad… 12 people million using three platforms, including LiveJournal: majority women (Anil Dash, MeshForum 2006) NIH guidelines, http://www.ncbi.nlm.nih.gov/books/bv.fcgi?rid=citmed.section.61024
  • 23. What’s happened since “podcasting” in 2004? Neologisms: godcasting nanocasting podfading podsafe podspamming podvertising porncasting (Missing Link podcast, Southwestern University)
  • 24. Web 2.0 influences rich media: video (Gootube? Suetube?)
  • 25. Videoblogging (vlog? vog?) (Ask a Ninja; Rocketboom; Howard Rheingold)
  • 26. Social object: the person FaceBook MySpace LinkedIn ZoomInfo CyWorld… “ Less than four years after its launch, 15 million people, or almost a third of the country's population, are members.” ( BusinessWeek , September 2005)
  • 27. Social objects of all sorts (Kenyan crisis-Google Maps mashup, Ushahidi http://www.ushahidi.com/ 2008)
  • 28. Social organization of information, new forms: folksonomy Search Retrieval Self-awareness http://del.icio.us/ for DoctorNemo
  • 29. Community surfacing Ontology Concepts Collaborative research
  • 30. Keeping up NITLE workshop tag cloud, 2008
  • 31. Extrapolating principles: Ton Zylstra on the social object: “ In general you could say that both Flickr and del.icio.us work in a triangle: person, picture/ bookmark, and tag(s). Or more abstract a person, an object of sociality , and some descriptor...” (Zylstra in Second Life, 2007)
  • 32. “… In every triangle there always needs to be a person and an object of sociality . The third point of the triangle is free to define[,] as it were.” - http://www.zylstra.org , 2006 (emphases added)
  • 33. (“Online Communities”, XKCD, April 2007 )… For academia, this can seem a bit overwhelming
  • 34. (“Online Communities”, XKCD, April 2007 ) Already out of date For academia, this can seem a bit overwhelming
  • 35. Flickr and storytelling Tell a story in 5 frames group “ Gender Miscommunication”, Nightingai1e, 2006
  • 36.  
  • 37.  
  • 38.  
  • 39. “ Gender Miscommunication” (Nightingai1e, 2006)
  • 40. Social photo stories Or remix social media into narratives Example: "Farm to Food", Eli the Bearded (2008) Library of Congress collections
  • 43. Social photo stories Flickr, Tell A Story in Five Frames group ( http://www.flickr.com/groups/visualstory/ ) Example: "Food to Farm", Eli the Bearded (2008)
  • 44. Social photo stories Example: "Food to Farm", Eli the Bearded (2008)
  • 45. Social photo stories Pedagogies: Remix Archive work Social presentation Visual literacy ( http://www.flickr.com/groups/visualstory/discuss/72157603786255599/ ; http://www.flickr.com/photos/library_of_congress/ )
  • 46. Social workshopping In the Tell a story in 5 frames group, 'Alone With The Sand' , moliere1331 (2005)
  • 47. Pedagogies and publications Teaching with Web 2.0: it’s not all new - Web 1.0, internet pedagogies Hypertext Web audience Discussion fora Collaborative document authoring Groupware
  • 48. Teaching with Web 2.0: it’s not all new Earlier pedagogies Journaling Media literacy
  • 49. Teaching with Web 2.0: principles http://smarthistory.blogspot.com/ Distributed conversation Collaborative writing Object-oriented discussion Connectivism (G. Siemens, 2004)
  • 50. Social object pedagogies Prompts Discussion object Composition materials
  • 51. Teaching with Web 2.0: “ net.gen ”: “ Fully half of all teens and 57 percent of teens who use the Internet could be considered Content Creators, according to a survey by the Pew Internet & American Life Project.” http://www.pewtrusts.com/pdf/PIP_Teens_1105.pdf
  • 52. “ [S]tudents… write words on paper, yes— but… also compose words and images and create audio files on Web logs (blogs), in word processors, with video editors and Web editors and in e-mail and on presentation software and in instant messaging and on listservs and on bulletin boards—and no doubt in whatever genre will emerge in the next ten minutes. Note that no one is making anyone do any of this writing .” Kathleen Blake Yancey, "Made Not Only in Words: Composition in a New Key." CCC 56.2 (2004):297-328. Emphasis added.
  • 53. More social object pedagogies Annotate details Remix (“Make it mine”) Edugadget http://www.edugadget.com/2005/05/07/flickr-creative-commons
  • 54. Wiki pedagogies Collective research Group writing Document editing Information literacy Discussion Knowledge accretion (Romantic Audiences project Bowdoin College, 2005-present Discussion Knowledge accretion
  • 55. Podcasts and teaching: profcasting Bryn Mawr College: Michelle Francl, chemistry Duke: “Classroom recording” Learning objects: Gardner Campbell, University of Richmond Duke: “Course content dissemination” Information literacy
  • 56. Student program podcasting on campus War News Radio (Swarthmore College) PEPI courses (University of British Columbia, department of Land and Food Resources)
  • 57. Podcasts and research Public intellectual Out of the Past Engines of Our Ingenuity In Our Time University Channel The Missing Link
  • 58. Media to enhance other media Podcast + pdfs: Allegheny College, Gothcast
  • 59. Academic open archives for social media Freesound archive DIY copyright Social networking values University of Pompeu Fabra (Barcelona) ( http://freesound.iua.upf.edu/ )
  • 60. New forms of scholarly communication CommentPress implementation, Institute for the Future of the Books McKenzie Wark, Eugene Lang College
  • 61. Still more bookblogging Siva Vaidhyanathan, University of Virginia
  • 62. Combining Web 2.0 forms Podcasting Blogging Digital storytelling Web-based photography YouTube Video mashups Middlebury College, Jason Mittell and Barbara Ganley Blend teaching with research BG now involved in rural community media
  • 63. II. Gaming Long history of gaming Predigital Chess, go, Senet, mancala, backgammon, dice, cards Kriegspiel Cold War games Digital Spacewar Zork to IF boom (1980s) 1990s rebirth
  • 64. Gaming in 2008 Physical platforms Console Cell phone PSP Extended forms (DDR) New forms: Wii PC CD, DVD Browser Downloadable … And these can be combined
  • 65. Size: huge (WoW: 10 million subscribers, January 2008) Player range: genders, classes, nations Interface, device driver Eve Online, from site
  • 66. Growing content diversity Current events (Kumawar) Political argument (September 12th, FoodForce) Religious gaming (Left Behind: Eternal Forces, 2006) Literary gaming (Kafkamesto, 2006) (BBC Climate Challenge; Ayiti: both 2007-present)
  • 67. Genres First-person shooter Puzzle Platform jumper Strategy “ Adventure” Sports Minigame (Koster fractals) New forms Katamari Portal Augmented reality games
  • 68. Economics of games Who creates games? Businesses Governments Nonprofits Amateurs Scales Large games $millions EA, Microsoft Modding Back to Doom, hacking, View Source Neverwinter Nights Casual games Other economics Gambling Gold farming Currency trading
  • 69. Offshoot: machinima Tools Counterstrike, Halo Second Life The Movies Art movement Machinima Academy of Arts and Sciences ( http://www.machinima.org/ ) (Koulamata, “The French Democracy”, 2006)
  • 70. Virtual worlds “’ Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts. A graphic representation of data abstracted from the banks of every computer in the human system…” Antecedents, early digital: science fiction 1984: William Gibson, Neuromancer 1992: Neal Stephenson, Snow Crash - Neuromancer
  • 71. Antecedents, digital: the MUD, Adventure (1970s-present) (LambdaMOO, 1990-present)
  • 72. Antecedents, predigital: Theater of Memory (from Philippe Codognet, http://webia.lip6.fr/~codognet/ )
  • 73. Avatar spaces -Activeworlds -Atmospheres -There (Activeworlds, 1995-present; image via www.virtualworldlets.net )
  • 74. -Habbo Hotel -Cyworld (Club Penguin, 2005-present) 2d-3d worlds -Runescape -VMK
  • 75. Google Earth -Keyhole DB -2d: KML -3d: Sketchup -reach -Geotagging photos: videos Mirror worlds
  • 76. Augmented Reality “ Human Pacman,” Adrian David Cheok, circa 2005 -mobile devices game players general use tools -science fiction explores (Vernor Vinge, Rainbows End )
  • 77. Interactive Fiction Speaking of text adventures: 1980s boom: Infocom Ongoing art form Nick Montfort, Twisty Little Passages (“Dead Cities”, from Lovecraft Commonplace Book project 2007 http:// www.illuminatedlantern.com/if/games/lovecraft / )
  • 78. Interactive Fiction Speaking of text adventures: Inform 7, free IF editor (Richard Liston, Ursinus College, classroom example 2008)
  • 79. Narrative Where is storytelling in a game? Sequence of activities Cut-scene or cinematic Writerly player Encyclopedia world (Murray, Manovich) Ludology vs. narratology Linearity? Game on rails Branching outcomes Multilinear Open-ended
  • 80. Alternate reality games Permeability of game boundary (space and time) Focus on distributed, collaborative cognition Increased ephemerality (Perplex City, 2003-2006)
  • 81. Political ARGs (ex: World Without Oil , May 2007) ()
  • 82. Gaming and education “Video games… situate meaning in a multimodal space through embodied experiences to solve problems and reflect on the intricacies of the design of imagined worlds and the design of both real and imagined social relationships and identities in the modern world.”
  • 83. 21-century boom James Paul Gee (author of preceding quote) Marc Presnsky Henry Jenkins John Seely Brown Mia Consalvo Constance Steinkuehler Kurt Squire
  • 84. James Paul Gee’s argument Semiotic domains; tranference Embodied action and feedback Projective identity Edging the regime of competence (Vygotsky) Probe-reprobe cycle Social learning (roles; consumption-production)
  • 85. Gee on Rise of Nations “Fish tank” tutorial Strategic self-assessment
  • 86. Multimedia literacies Gee: multimodal principle Selfe et al : multimodal literacy Bogost: procedural rhetoric Dean for American game (2004) Archived at http://www.deanforamericagame.com/play.html
  • 87. Multimedia literacies “… within games, there are in fact multitudes of literacy practices – games are full of text, she asserted, to say nothing of the entirely text-based fandom communities online that take place in forums, blogs and social networks.” Constance Steinkuehler, FuturePlay 2007, Toronto Quoted in http://www.gamasutra.com/php-bin/news_index.php?story =16264
  • 88. Which educational theory? Ian Bogost: behaviorist versus constructivist Issues summoned up: Media effect (violence) Transfer across domains, platforms “ Simulation gap” Subjectivity and assessment Image from Scot Osterweil, presentation to Learning from Video Games: Designing Digital Curriculums (NERCOMP SIG , 2007)
  • 89. Pedagogical functions Jason Mittell, Middlebury college: Skills Simulations Politics (criticism, activism) Media studies (psych, cultural studies, media) NITLE brownbag, January 2008
  • 90. Pedagogy: virtual worlds Ancient Spaces project, University of British Columbia Machu Picchu, Arts Metaverse, Open Croquet
  • 91. Pedagogy: virtual worlds Second Life, Bryan Zelmanov Pedagogy: social software “ Emotional bandwidth” (Linden Labs) Social presence Self-expression
  • 92. Game studies Serious Games Conferences Scholarly articles and books (MIT Press) Games Learning Society conference, http://www.glsconference.org/2008/index.html
  • 93. Game studies Liberal arts instances Aaron Delwiche, Trinity (image) Christian Spielvogel, Hope Harry Brown, Depauw
  • 94. III. Mobile All of Web 2.0, just more so Ambient Accelerating Annotating http://www.phonebashing.com/
  • 95. (Found on BBC site, June 2005) The problem of the American situation
  • 96. Pedagogical elements Information on demand Time usage changes Class/world barrier reduction Mobile, multimedia, social research Personal intimacy with units Spatial mapping Swarming
  • 97. Pedagogies: new forms John Schott, Carleton College, 2006; University of Umea, 2004
  • 98. Challenges Platform profusion Walled gardens Network limitations Student privacy Faculty/staff privacy Copyright poaching (Blackbelt Jones, November 2007; Open Handset Alliance)
  • 99. National Institute for Technology and Liberal Education (NITLE) http://nitle.org Liberal Education Today blog http://b2e.nitle.org