1. Preparing our students
for Web 3.0 learning November 11, 2012
International Schools Library Network, Singapore
Judy O’Connell
2. Today’s novelty is
tomorrow’s norm
Are you
prepared?
cc licensed ( BY NC SA ) flickr photo by Stuck in Customs: http://flickr.com/photos/stuckincustoms/6756753669/
3. Our Information Age really began in April of 1993
when the Mosaic 1.0 browser made the World Wide
Web available for contribution and participation by
anyone with access to the Internet.
For the first time we had possibilities for worldwide
co-creation of knowledge, art, science, literature,
animation, and all the rest possible.
8. Harvard creates cyborg flesh that’s half man, half machine
X
Future Current realities
http://www.extremetech.com/extreme/135207-harvard-creates-cyborg-flesh-thats-half-man-half-machine
9. The martian way
Asimov Crater was named on 4 May 2009, by the
International Astronomical Union. It has a diameter
of about 84 kilometres .
10.
11. Nasa's augmented reality app let
students examine Curiosity Mars rover
http://www.wired.co.uk/news/archive/2012-07/12/nasa-augmented-reality-app
12.
13. We live in a connected
world. Nearly two
billion people connect
to the internet, share
information and
communicate over
blogs, Wikis, social
networks and a host of
other media.
14. Anything imaginable is
capable of being
connected to the
network, become
intelligent offering
almost endless
possibilities.
15. We already have
internet devices
attached to our ears,
and some even have
embedded devices
connected to their
doctors.
16. “Internet of Things”
2020
fifty billion devices connected to
the internet.
people and objects able to
connect to the Internet at anytime
from anywhere.
19. Ubiquitous connectivity
cc licensed ( BY NC SA ) flickr photo by Leonard John Matthews: http://flickr.com/photos/mythoto/1234638761/
20. New literacies
cc licensed ( BY NC ) flickr photo by zinjixmaggir: http://flickr.com/photos/dilaudid/278649026/
21. More content and streams of
data - all of these changes into
online environments require an
equivalent shift in our
understandings of online
capabilities.
23. Researchers Sequence Entire
Genome of A Baby In Only 50 Hours
“By obtaining an interpreted genome in about
two days, physicians can make practical use of
diagnostic results to tailor treatments to individual
infants and children.”
24. Gamers Unlock Protein Mystery
.... that Baffled Researchers For Years
Developed by
researchers at the
University of
Washington,
Foldit turns
scientific problems
into competitive
games.
Khatib, F., DiMaio, F., Cooper, S., Kazmierczyk, M., Gilski, M., Krzywda, S., Zabranska, H., et al. (2011).
Crystal structure of a monomeric retroviral protease solved by protein folding game players. Nat Struct
Mol Biol, 18(10), 1175–1177. doi:10.1038/nsmb.2119
25. 12-year-old uses Dungeons and
Dragons in science research
The volunteers
looked at eyes
early and
frequently,
whether they
were on the
creatures’
faces or not.
http://mblogs.discovermagazine.com/notrocketscience/2012/10/30/12-year-old-uses-dungeons-and-dragons-to-help-scientist-dad-with-his-research/
26. 19-year-old girl in Egypt invents
a spacecraft propulsion device
Mustafa’s device is based on a scientific mix
between quantum physics, space technology,
chemical reactions and electrical sciences.
http://thenextweb.com/africa/2012/05/18/19-year-old-girl-in-egypt-invents-a-spacecraft-propulsion-device/
27. Unravel our information and
knowledge environments
cc licensed ( BY NC SA ) flickr photo by liquidnight: http://flickr.com/photos/liquidnight/6863976312/
28. new frontier of analytics BIG DATA
Examples of such data sets
range from billions of Google
searches conducted by millions
of users to the data collected by
millions of weather sensors
around the globe to all the
purchases of British
supermarket shoppers.
29. Google has been ahead of public health authorities in monitoring flu
outbreaks by compiling public searches for flu-related information by
geography.
30. Google Crisis maps provides comprehensive information with a range
of information filters and image resources. http://google.org/crisismap/2012-sandy
31. Predictive Medical Technologies analyzes
records of intensive care patients to detect
events that might be signals of adverse
events, such as cardiac arrest or
arrhythmia. Once trends are identified,
real-time monitoring of patients can spot
similar patterns and give doctors critical
early warning.
32. levels of accessibility LINKED DATA
Transform expertise in working
with metadata into expertise in
working with ontologies or
models of knowledge.
33. Whereas traditional library
metadata has always been focused
on helping humans find and make use of
information, linked data ontologies
are focused on helping machines find and
make use of information.
cc licensed ( BY NC ) flickr photo by tarotastic: http://flickr.com/photos/tjt195/30916171/
35. This uri ‘http://id.loc.gov/
authorities/sh85042531’
has now become the
globally available, machine
and human readable,
reliable source for the
description for the subject
heading of ‘Elephants’
containing links to its
related terms (in a way
that both machines and
humans can navigate).
36. existing data reconnected for
different and smarter uses
cc licensed ( BY ) flickr photo by paul (dex): http://flickr.com/photos/dexxus/3146028811/
37. Degree ofofInformation Connectivity
cc""Steve"Wheeler,"University"of"Plymouth,"2010"
Degree Information Connectivity
Web 3.0 Web x.0
SemanticWeb
Semantic Web
Semantic Web
Meta Web
of knowledge of intelligence
Web 1.0 Web 2.0
Web of
The Web
Web of people &
Social Web
information social information
Degree of Social Connectivity
38. Web 3.0 is all about data
cc licensed ( BY NC ) flickr photo by Anthony Mattox: http://flickr.com/photos/amattox/3236510649/
39. The goal of linked data is to
enable computers to do more
useful work for us by teaching
machines to read web pages.
cc licensed flickr photo by ralphbijker: http://flickr.com/photos/17258892@N05/2588347668/
40. It is about common formats and
metadata which allow for
integration and combination of
data drawn from diverse
sources.
45. http://www.europeana.eu/portal/index.html
Europeana enables people to explore the digital resources of
Europe's museums, libraries, archives and audio-visual collections.
Linked Open Data on the Web.
The site currently contains metadata on 3.5 million texts, images,
videos and sounds.
50. Connections and
experiences
augmented and
transformed through
immersive
technology and
smart data.
Web 3.0
51. How does technology impact
the way student’s think?
cc licensed ( BY NC SA ) flickr photo by fatboyke (Luc): http://flickr.com/photos/fatboyke/2984569992/
53. More content, streams of data,
topic structures, (theoretically)
better quality – all of these in
online environments require an
equivalent shift in our online
capabilities.
54. Learn about the latest additions
to search so you can get the
most out of Google.
http://www.google.com/insidesearch/features/
57. 1. Find the right thing
2. Get the best summary
3. Go broader and deeper
58. Wolfram|Alpha is a free online computational
knowledge engine that generates answers to
questions in real time by doing computations on its
own vast internal knowledge base.
http://www.wolframalpha.com/educators/
59. Think strategically!
Knowledge 2.0 http://bit.ly/knowledge2
cc licensed ( BY ) flickr photo by tarotastic: http://flickr.com/photos/tjt195/509241247/
60. The International Society for Technology
in Education (ISTE) and the Computer
Science Teachers Association (CSTA)
have collaborated with leaders from
higher education, industry, and K–12
education to develop an operational
definition of computational thinking.
http://www.iste.org/learn/computational-thinking
61. Computational thinking (CT) is a problem-solving process that includes
(but is not limited to) the following characteristics:
• Formulating problems in a way that enables us to use a computer and
other tools to help solve them.
• Logically organizing and analyzing data
• Representing data through abstractions such as models and
simulations
• Automating solutions through algorithmic thinking (a series of ordered
steps)
• Identifying, analyzing, and implementing possible solutions with the goal
of achieving the most efficient and effective combination of steps and
resources
• Generalizing and transferring this problem solving process to a wide
variety of problems
67. We are on the brink of an extraordinary revolution that will
change our world forever. In this new world everyone,
everything and everywhere will be connected in real time.
This theNetworked Society will
fundamentally change the way we innovate, collaborate,
produce, govern and sustain.
68. Citadels of learning
cc licensed ( BY NC ) flickr photo by SonOfJordan: http://flickr.com/photos/sss-showcase/3574286448/
69. Towers of learning
cc licensed ( BY SA ) flickr photo by Tom Raftery: http://flickr.com/photos/traftery/4773457853/
70.
71.
72.
73. Guilds of learning
cc licensed ( BY NC ) flickr photo by Photos o' Randomness: http://flickr.com/photos/christajoy42/2706151238/
75. Horizon Report 2012
A pp!
the
G et
“K-12 must address the increased
blending of formal and informal
learning.”
“Students can take advantage of
learning material online, through
games and programs they may
have on systems at home, and
through their extensive — and
constantly available — social
networks”
http://www.nmc.org/ http://www.nmc.org/pdf/2012-horizon-report-K12.pdf
76. Reading, writing, gaming, trans-media, immersive
worlds, and augmented reality, are all part of the new
digital frontiers leading the re-invention of learning.
cc licensed ( BY NC SA ) flickr photo by Curious Expeditions: http://flickr.com/photos/curiousexpeditions/622806411/
77. It makes sense to interact both synchronously and
asynchronously, formally or informally, at school, at home,
or on mobile devices.
78. Teachers owe it
to their students
to “keep up”.
Are you
prepared?
cc licensed ( BY NC SA ) flickr photo by Stuck in Customs: http://flickr.com/photos/stuckincustoms/6756753669/
79. If you don’t already have it, develop a
playful collaborative mentality.
Step out of your comfort zone - isn’t
that what you ask of your students
every day?
80. Drivers of change
Use technology in every possible way for
relevant and authentic learning experiences
Harness knowledge, skills and abilities of
students through social software
81. Go inside!
cc licensed ( BY NC ) flickr photo by chiaralily: http://flickr.com/photos/chiaralily/5093233414/
83. http://www.inanimatealice.com/
Set in a technology saturated near future, Inanimate Alice tells the
story of a girl called Alice, merging text with animation, videos, music
and games to explore what it means to conduct your life online.
85. https://sos.fbi.gov/
Surf Island is a playable, web-based game world for school children
from grades 3 to 8. By playing simple games, the children learn about
online threats ranging from malware to internet predators to cyber
bullies. Schools can compete against each other for points and
winning schools get a visit from a real FBI agent!
86. In virtual games, students
act as investigative reporters,
environmental scientists,
and historians who resolve
meaningful dilemmas.
http://questatlantis.org/
87. Games for Change is a leading organization that promotes games
with social change messages and strategies, from Sweatshop, a
darkly comedic game where players manage a sweatshop,
highlighting the poor conditions for factory workers, to Darfur is
Dying
90. http://massivelyminecraft.org/
Now parents are also seeing the value of
gaming outside of school, and what students
are learning to do, think and be involved with
makes classroom learning seem tragic.
91. Minecraft – Students teaching teachers :)
@dbatty1
http://dbatty.wordpress.com/2012/11/02/minecraft-students-teaching-teachers/
93. Steam
is
a
digital
distribu,on,
digital
rights
management,
mul,player
and
communica,ons
pla6orm
developed
by
Valve
Corpora.on.
Portal
2
is
a
first-‐person
puzzle-‐pla6orm
video
game
developed
and
published
by
Valve
Corpora,on.
95. Today, games are
ubiquitous. Instead of
being confined to
cardboard boxes, we
carry games on
smartphones in our
pockets and use
strategies borrowed from
gaming .
98. The great challenge of a digital education is meeting the
needs of students who have grown up in a digital era.
99. It makes incredible sense to consider how ‘internet
spaces’ social software and mobile devices can be used to
leverage opportunities for learning.
cc licensed ( BY NC SA ) flickr photo by joannamkay: http://flickr.com/photos/jokay/7918666820/
100. The core attributes found in the ISTE and IASL standards include:
• intellectual curiosity and innovation
• ability to locate, select, evaluate and structure information
• problem solving and decision-making creative and critical thinking
• communication, negotiation and collaboration skills
101. The core attributes found in the ISTE and IASL standards include:
• ethical and productive users and producers of media
• responsible and flexible users of social media
• active digital citizenship
• capacity to think across disciplines and form authentic
knowledge connections.
102. Teacher librarians can play a
leading role in schools in
relation to the social and ethical
issues of online publishing and
usage, cyber bullying, plagiarism
and copyright.
103. School libraries should be hubs of
professional development,
action research, and idea
experimentation as teacher
librarians work collaboratively with
students and teachers.
104. The spaces and places of libraries
should be physical and virtual, adopting and
adapting Web 2.0 media tools to enhance and
envelop school learning communities into a series
of globally powered learning commons—dynamic,
collaborative 21st century library environments!
105. The spaces and places of libraries
should be physical and virtual, adopting and
adapting a Web 3.0 mindset —dynamic,
collaborative, information responsive makers and
creators of ideas and action!
106. School libraries: The paradigm flip
Teachers and teacher librarians will then actively work
alongside students, sometimes leading, sometimes
following, and crafting an environment where students
can always know what, where and how to be the best
learners they can possibly be.
cc licensed ( BY NC ) flickr photo by JB London: http://flickr.com/photos/jb-london/3914363613/
107. School libraries and teacher librarians
must be leaders in today’s
interactive enquiry environments.
108. finding
sharing
collecting
contributing
playing remixing
anytime anywhere
fast
CREATIVELY
109. Be strategic
Be proactive Be responsive
Know your vision
Be your vision
Communicate your vision
CREATIVELY
110. cc licensed flickr photo by Stéfan: http://flickr.com/photos/st3f4n/3951143570/
Never risk being a teacher librarian only
suitable for a bygone era
111. It’s not about devices, it’s about
thinking with technology!