Welcome to CORTEX

Welcome to the CORTEX site. This site aims to promote and support the development and adoption of eLearning within the Cardiff University School of Medicine. The site is currently a work in progress but will eventually provide access to a range of tutorials, case studies and policy documents to help educators adopt technology into their teaching practices. Read more...

Monday, 12 December 2011

Web 2.0

Web 2.0 is commonly referred to as a second generation of services available on the web, allowing users to do more than just retrieve information. Social software is considered a key web 2.0 development, since it encompasses services which facilitate collaborating, sharing, meeting and communicating with others online. Although much of this activity is currently social, there is a huge education potential in these tools, particularly with students who are not campus-based.

While there is no set definition of Web 2.0, the phrase generally refers to the use of interactive and collaborative web applications as social media platforms, where users participate by generating their own content alongside the content provided by the websites themselves. This characteristic is often stated as being the primary difference between Web 2.0 and the original World Wide Web (Web 1.0).

Web 2.0 applications allow students to easily create their own content and also to actively share information, opinion and support across networks of students. They are relatively easy to use requiring little or no technical expertise and there are many free an Open Source versions availble that offer flexibility and convergence options with a number of systems. In addition, they provide educational opportunities for students ‘any time, any place’. The collaborative and engaging nature of these tools can then be used to support a number of educational processes such as reflection, knowledge building and encouraging student participation and discussion.

Web 2.0 Terminology
Web 2.0 literacy is increasingly important, so here is a glossary of social media terminology to help you get the ‘gist’ of the jargon.
  • Tags - The categorization of content by users adding tags (short, usually one-word descriptions or keywords to facilitate searching). As opposed to a classical taxonomy-based categorization system (e.g. MESH), they are usually non-hierarchical, and the vocabulary is open
  • Tag Clouds – Give you a visual idea of tag frequency for a blog or other social media site. The more popular a tag, the bigger the text appears in the cloud.
  • Folksonomies – These are collections of tags created by many users within a single system
  • Syndication – allows websites to ‘push’ new content to users. RSS (Really Simple Syndication) is a family of web feed formats used to publish frequently updated works, such as blog entries, news headlines, audio and video in a standardized format. RSS benefits users who want to subscribe to multiple feeds using a feed reader. To provide a single point of access for updates to content from multiple sources. An increasing number of medical journals have RSS feeds available
  • Mashup – involve the merging of information from multiple sources. For example, Google maps and BBC traffic data
  • Open Source – Open Source refers to software that is available to the general public at no monetary cost. However, there may still be restrictions on what you can and cannot do with the software

Web 2.0 Software Tools
An outline of different social software tools follows. However, it is important to note that there is a growing trend for services which combine different features in one package, such as services which enable you to join online communities, set up blogs and wikis and share photographs all via one website.

Blogs
Blogs (short for ‘weblogs’) are personal websites that allow rapid updating by the author and can be most easily described as a web-based diary. Content can be easily created (listed in date order) and shared. They are designed to be interactive, allowing others to post comments about the blog entries; however, it is usually not possible for anyone to alter the content except the owner. Syndication options enable users to subscribe to blogs and digests. Increasingly, blogs incorporate multimedia, and you can also upload and read them via mobile devices. Examples of blog platforms include: Learning Central, edublogs. Microblogging – allows users to send brief text updates e.g. Twitter.

Wikis
Wikis are similar to blogs but allow the text of the website to be edited by others, with the creation of a common document that can be shared between individuals. Examples of wiki platforms include: Learning Central,  MediaWiki (the platform that wikipedia is based upon). wikis give an opportunity for users with different types of knowledge, confidence and communication to contribute equally to a joint publication. Collaborators who lack confidence to argue a case in a ‘live’ face-to-face debate can feel more comfortable making the same points in a wiki environment where the pace of discussion is slower and the quality of the thinking is more significant than force of personality.

Podcasts
Podcasts are audio recordings made available on the internet, which can be played on computers or downloaded to hand-held devices such as MP3 players, providing the potential for ‘anytime, anywhere’ mobile learning experiences. Users can subscribe to podcasts using RSS feeds, so that any new broadcast in a series is automatically downloaded to their PC or device. Podcasts have been embraced by the education sector, since they offer a lively method of communicating with different audiences – whether for lectures, discussions, audio guides etc…

Social Bookmarking
Social bookmarking allows users to save online resources as bookmarks, which can be accessed from any device with an Internet connection, both by the bookmarker and by the wider community. Most  bookmarking sites also allow bookmarks to be tagged to make finding them easier later. In these systems, bookmarks represent ‘links’ to web resources (they do not attach a copy of them). Examples of social bookmarking platforms include: digg, diigo

Media Sharing – Visual media can be uploaded and stored on a website and shared with please ensure that you refer to consent and copyright policies. Examples of media sharing platforms include: Flickr , You Tube

Social Networking – Involves the process of building online communities, often accomplished both through ‘groups’ and ‘friends lists’ that allow greater interaction on websites. Several approaches can be combined in these sites to make them extremely versatile e.g. blogging and file sharing. Examples of social networking platforms include: Cardiff University Connections Service, My Space, Facebook
Social software tools can provide significant support to both traditional teaching and distance education programs by facilitating interaction, collaboration, and the formation of
social networks among students.

Further Resources
Cardiff University Learning and teaching support
Learning Central
JISC e-Learning Programme
Donald Clarke “Don’t lecture me”
JISC Report “Higher Education in a Web 2.0 World”
www.jisc.ac.uk/media/documents/publications/heweb20rptv1.pdf
HEA e-Learning Programme
JISC Advance – Guide to Digital Media
7things you should know about… Podcasting
7 things you should know about… Blogs
7 things you should know about… Wikis

Using Audio

Audio offers an important dimension that can enhance the student’s learning experience. There are three primary audio elements that can be used in educational technology:

Through these elements, audio can deliver information, direct attention, convey emotions, support the text/images/animations, and provide feedback. Generally, when audio is used in e-learning it is used in the form of narration, as music and sound effects both have limited application and should only be used when relevant to the content of the course. Decisions, such as when, where and how to implement audio can be perplexing. In some cases, the selection is self-evident, based on the content or characteristics of the student audience. However, as a general rule, audio should only be used to enhance learning and make the learning experience more effective.

Why use Audio?
Audio appeals to the auditory learning style and can be  effective for walking students through flowcharts or explaining complex images or concepts. It can also create a sense of human touch when used for introductions and expert opinions. Audio files in the form of podcasts, offer students convenience as they appreciate learning on the go as well as the ability to stop, review and repeat the podcast, reinforcing learning and assisting in revision.

Considerations
It is important that the decision to use audio is carefully considered and well thought out otherwise it can:
  • Be costly and time-consuming if material has to be re-edited frequently
  • Be distracting for students who prefer or need to read content. Here, the option for the student to mute the narration and read a transcript instead may be a feasible alternative
  • Slow down students (since many would read faster) which can perhaps be a good thing in certain circumstances as some students tend to click through e-learning lessons too quickly to easily absorb the information
  • Promote passive engagement of content, if learners opt to read e-mail or do other tasks while listening to the audio
  • Audio files can be large, therefore, users must have sufficient bandwidth to download them

Podcasts
Podcasting allows students to use their technology-based entertainment systems (iPods, MP3 players) for educational experiences. Because students are already familiar with the underlying technology, podcasting broadens educational options in a non-threatening and easily accessible manner. Most podcasts to date are audio files, but they can include images and video too. Podcasts can be played on a computer or any mobile device that plays .mp3 or .m4a files. This includes iPods and other audio players, personal digital assistants (PDAs) and mobile phones.

Podcasts are relatively fast, easy and inexpensive to produce and are convenient for many students as they can learn at their own pace, in their own time and in a location of their choice. Podcasting is not limited to content delivery, students can create their own podcasts as a record of activity, as a way to collect notes, or as reflection on what they have learned. Podcasts can sometimes be perceived as being less engaging due to reduced interaction (e.g. Inability of the student to ask questions and inability of the lecturer to gauge understanding) in which case they can be improved by using them in conjunction with blogs, e-mails and wiki’s.

Students are able to subscribe through syndication to receive automatic updates. Syndication or RSS (Really Simple Syndication) is a family of web feed formats used to publish frequently updated works—such as audio, video and blog entries in a standardized form. They benefit users who want to subscribe to timely updates from favoured websites or to aggregate feeds from many sites into one place. RSS feeds bring updates directly to the user, there is no need to go to multiple web sites, and the person can know almost the instant new information is posted as all new content is ‘pushed’ onto their browsers when it becomes available.

Equipment Needed to Create Audio Files
All of the tools needed to create, modify, and distribute audio files are generally within reach of anyone with a reasonably well-configured laptop/PC. However, it is worth remembering that your audio quality is never going to be better than what you originally recorded.  So you need to do the best you can to record good quality audio from the start.
A good microphone is essential and you need to control your recording environment (Media Resources have a sound booth). However tempted you may be to use the built-in microphone of your laptop – don’t! Although it might be of good quality, it will readily pick up hard drive and computer fan noise. Use a microphone that you can plug into the computer and put in the ideal place for recording. JISC offer general guidance on microphone characteristics, selection and care. Once recorded, your ‘raw audio’ should be edited to ensure that it has maximum educational impact on the user.

How to Create Audio Files
  1. Create a script of the content that needs to be covered – the flow needs to be organised, logical and the writing should be clear and precise
  2. Record and edit your script in digital format using sound recording software. There are many free Open Source tools for recording audio and include: Audacity, Myna, Levelator
  3. In terms of accessibility, prepare any supporting resources for students such as a transcript documents
  4. Decide on how to distribute the audio files to learners either as online audio files integrated within a tutorial or as podcasts and upload the tutorial/podcasts to Learning Central
Tips When Using Audio
  • Keep the recording to an appropriate length – Research suggests audio segments within instruction should be kept to 1-2 minutes. Podcasts ideally should be kept to within 15 minutes
  • Maintain clear educational context, content and structure – Audio should always begin with a clear context for the information being presented and end with a review of the most important things to remember
  • Avoid overly complex and dense content that contains lots of facts and figures
  • Use an informal tone – The quality of speakers’ voices, speech patterns, intonations, and other sound effects may not be the same as those of a professional broadcast. Some training and practice, both in handling an audio-only medium and using the technology may be required
  • Offer flexible/multiple delivery options  in order to accommodate different students’ preferences for subscribing and downloading

Further Resources
JISC Digital Media – Audio advice
How to Podcast Tutorials
Handbook on Digital Video and Audio in Education
New England Journal of Medicine
Access Medicine – A weekly series of podcasts features lectures from world-renowned academic physicians on topics in internal medicine
CTisus-Computed Tomography Podcasts – Educational content for radiologists, radiology technologists, and other professionals in the principles and practice of CT scanning (computed tomography)
MedicineNet – Produces the podcast ‘Doctors on Health’, which explores current health news and trends in medicine for physicians

Technology & Pedagogy

Exemplary teaching combines skilful use of pedagogy with content expertise and innovative uses of technology, embedding key elements into course design. Wilson (2003)

As educational technologies continue their rapid evolution and the effectiveness of traditional educational techniques are brought into question (Bligh, 2000), it would be easy to become overly enamoured and forget that the technology is fundamentally dependent on the underlying pedagogy and learning principles employed to deliver the educational programs themselves; indeed “pedagogies before technologies” is a commonly touted phrase (Watson, 2001; Ascough, 2002; Mayes and De Freitas, 2004).

Beetham and Sharpe (2007) suggest that far from trying to create pedagogy anew, we should be in the business of locating new technologies within proven practices and models of teaching, where the focus is on educational issues or problems that might possibly be solved, at least partially, by the provision of learning arrangements that make a deliberate and effective use of technology. Unfortunately, there is no one simple approach to using technology to support learning that will succeed. Instead the starting point is not the technology per se, but the educational process itself.

Pedagogical Perspectives
Pedagogy is a term that generally refers to strategies of instruction or a style of instruction (Stephenson, 2002). A number are often quoted in e-Learning literature and can be mapped into broad theoretical educational perspectives that govern the good practice of teaching (JISC 2004). These perspectives are not mutually exclusive, but within each, it is possible to identify a key set of assumptions, that have in turn generated a large number of pedagogical approaches and models that can be used to encourage specific aspects of learning (Insert Table 1).

Table 1: Defining approaches to learning from the Effective Practice with e-learning Guide

e-Learning Pedagogy
Although a number of reviews of learning theories and their relevance to e-Learning have been carried out (Conole et al., 2003; Mayes and De Freitas, 2004; Beetham and Sharpe, 2007; Dyke et al., 2001) it would appear that there is currently little evidence of how these models or theories are applied consistently to effective pedagogically driven e-Learning. Research indicates that most implementations of e-learning include blended elements that emphasise all three pedagogical perspectives: learning as behaviour, learning as the construction of knowledge and meaning, and learning as social practice. However, the literature also suggests that the emerging pedagogical consensus centres around constructivism – collaborative learning, authentic tasks, reflection and dialogue and to do so in a way that addresses both identity and community (Bangert, 2004; Mayes, 2004; Windschitl, 2002). Weller (2003) also cites constructivism as the dominant teaching pedagogy applicable to the Internet, but while advocating that there are opportunities for new pedagogies he also admits that they should be used “in conjunction with more traditional approaches”.

e-Learning also places additional emphasis on several key features including the ‘individualisation’ of learning, with each student making their own learning pathways at a speed that is appropriate to them, and ‘just-in-time’ learning where students have timely access to relevant and useful knowledge. Moreover the steady growth in mobile device ownership enables mobile learning (m-learning) where students are able to learn at ‘any time and in any place’. These features demonstrate students increasing reliance on an eclectic mix of personal and institutionally-based technologies and illustrate that much of this e-learning is not developing as conventional pedagogy – but as ‘informal learning’. This is facilitating the bottom-up development of learning communities by combining one-to-one (email and instant messaging), one-to-many (discussion tools, blogs and podcasts), and many-to-many (wikis) communication modes.

Technologies Identified
The tools used to support and deliver learning cover a wide range of different applications including:

  • Virtual Learning Environments (VLEs) – Many institutions have now adopted VLEs which incorporate collaboration and communication tools such as wikis, blogs, forums and chat. However, research suggests that while VLEs may have enhanced learner access to online resources, the associated communication tools have been little used JISC (2003).
  • Reusable Learning Objects (RLOs)
  • Self-paced Computer Aided Instruction (CAI)
  • Web 2.0 Tools – Technology can provide a medium for conversing and collaborating within the learning environment (Jonassen et al. 1999; McConnell, 2006). The growing interest in social dimensions of learning and the availability of more open-source web-based social networking tools have been adopted in learning and teaching (Dron, 2007). Web 2.0 social technologies include: social network services, social bookmarking, folksonomies, social search engines, file sharing and tagging, mashups, instant messaging an online multi-player games. More popular in education appear to be wikis, blogs and podcasts (Boulos et al., 2007). Wikis – enact knowledge building, where the focus is on the community itself rather than on the individual learner (Holmes et al, 2004). Wikis are based upon a principle of non-exclusive authority, anyone and everyone gets to decide what will be said (content), how it will be said (organization), and whether it will be said (dissemination). Blogs – are useful teaching and learning tools because they provide a space for students to reflect and publish their thoughts and understandings. As blogs allow comments, they also provide opportunities for feedback and potential scaffolding of new ideas. Podcasts – can be released episodically to ‘push’ content to students that want to listen when they want, where they want and how they want.
  • Multimedia – In its most straightforward role, multimedia can be used to present the subject matter. There are many different ways of integrating graphics into tutorials, ranging from simple stick figures to sophisticated simulations using virtual reality applications. However, at no time should a desire for sophistication and look outweigh the pedagogical value of the item itself, especially not when functionality might be compromised. Video – is by far one of the most powerful and expressive non-textual media that can capture and present information. A number of e-Learning systems present integrated and synchronized instructional materials in different media such as video, presentation slides, and lecture notes to users.
  • e-Portfolios
  • Formative Assessments
An instructor is therefore faced with choosing from a plethora of tools and learning theories in order to create specific learning activities which can be confusing. JISC (2004) suggest that these technologies reflect the pedagogical perspectives listed below (Table 2).

Table 2: Pedagogical Perspectives and Technology

Summary
The use and understanding of technology in teaching is often viewed as a separate issue to that of teaching in itself. If the primary focus of teaching is on pedagogy, and technology is merely viewed as another mode of delivery, then technology and pedagogy can be seen as existing separately, with one having minimal impact on the other. However, if elements of technology and pedagogy can be seen as mutually supportive and interdependent, then it should be possible to construct new meaning about teaching online that is integrative and serves to bring about a bridging of the gap between pedagogy and technology (Maor, 2004 and Wilson 2003).

Alexander and Boud (2001) argue that much of the potential for online learning is being lost because too much of the pedagogy of online learning has been transferred unreflectively from didactic traditional teaching where the computer substitutes for the teacher and textbook as a conveyer of information. It has been argued that many of the digital learning objects created to-date simply translate existing lectures into a digital format, with no change in the pedagogy used (Donald Clarke – Don’t lecture me).

Recommendations in the literature point towards technologies specifically designed to provide interactivity that guide students towards online collaborations (Crook, 1994). This in turn promotes, among other things, skills such as articulation, justification and negotiation (Crook, 1994), shared responsibilities (Laurillard, 1997; Goodyear, 2001), scaffolding (Salmon, 2000), setting hypotheses (Valdez et al., 2000), reflection (Schon, 1992; Laurillard, 1997; Goodyear, 2002), knowledge activation and knowledge application (Gagne, 1965; Bruner, 1997; Goodyear, 2001) and individualized learning and motivation (Goodyear 2002). Advice and guidance is available to institutions as there is no blueprint for implementation of technologies, and each is currently deciding its own path (JISC, 2003)

References
Alexander, S. and Boud, D. (2001) Learners still learn from experience when online. In: Stephenson, J. (Ed.) Teaching and learning online: pedagogies for new technologies. London, Kogan Page.

Ascough, R.S. (2002) Designing for Online Distance Education: Putting Pedagogy before Technology. Teaching Theology and Religion: 1; p.p. 17-29.

Bangert, A. W. (2004) The Seven Principles of Good Practice: a framework for evaluating online teaching. The Internet and Higher Education. 7 (3), 217-232.

Beetham, H. and Sharpe, R. (2007) Rethinking Pedagogy for a Digital Age – Designing and Delivering e-Learning. Routledge, London.

Beetham, H. (2004) Initial Positioning Report. JISC programme on pedagogies for e-learning.

Bligh, D.A.  (2000) What’s the Use of Lectures? Exeter: Intellect.

Boulos, M.K. and Wheelert, S. (2007) The emerging Web 2.0 Social Software: an enabling suite of sociable technologies in health and healthcare education.

Bruner, J. (1997) The culture of education (Cambridge, MA, Harvard University Press).

Conole, G.  Dyke, M. Oliver, M. and Seale, J. (2004) Mapping pedagogy and tools for effective learning, Computers and Education, 43, 17–33.

Crook, C. (2009) Web 2.0 technologies for learning: the current landscape – opportunities, challenges and tensions. Becta, 2008

Dron, J. (2007). Designing the Undesignable: Social Software and Control. Educational Technology and Society, 10 (3), 60-71.

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