A literature review of the use of Web 2.0 tools in Higher Education

Page 40

research
on
‘virtual
reality’
studies.
Although
drawing
on
this
older
and
broader
 educational
research
work
is
important,
it
is
also
important
to
recognise
that
these
new
 environments
also
challenge
existing
concepts
and
theories
and
indeed
these
might
need
to
 be
altered
when
applied
to
virtual
worlds.
As
Carr
(2009)
notes
it
is
already
possible
to
 point
to
gaps
in
the
literature
and
suggest
the
following
as
areas
for
future
research
in
this
 field:
i)
exploration
of
new
approaches
to
pedagogy
and
curricular
design,
ii)
better
 understanding
of
the
factors
involved
in
supporting
social
learning
in
these
spaces,
iii)
 identification
of
viable
alternatives
to
Second
Life,
iv)
addressing
quality
and
access
issues
 in
relation
to
disability
or
broadband,
for
example,
and
v)
identification
of
what
 institutional
policy
will
need
to
be
put
in
place.

Summing
up

The
contextual
examples
described
in
the
previous
section
illustrate
the
ways
in
which
Web
 2.0
tools
are
being
used
in
specific
contexts.
These
reinforce
the
general
consensus
that
 these
technologies
provide
new
and
exciting
opportunities
for
education,
providing
 students
with
new
ways
to
interact
with
materials
and
with
others.
In
particular
there
 appears
to
be
a
good
match
between
what
is
considered
to
be
‘good
pedagogy’
and
the
 general
properties
of
these
various
tools.
Table
2
demonstrates
how
some
of
the
examples
 discussed
here
map
to
different
types
of
learning
and
teaching
approaches.
The
table
shows
 how
there
is
also
a
match
in
terms
of
mechanism
for
supporting
teacher
practice,
in
terms
 of
facilitating
a
scholarly,
reflective
approach
and
mechanisms
for
sharing
and
critiquing
 practice

 Table
2:
Examples
of
the
use
of
Web
2.0
tools
in
different
contexts

Types
of
learning
 and
teaching
 practices

Web
2.0
tool
and
approaches

Examples

Personal
learning

The
ability
to
adapt,
customise
and
 personalise,
use
of
RSS
feeds,
mash
ups
 and
APIs.

The
Digital
Learning
 Communities
project

Situated
learning,
 experiential
learning,
 problem‐based
 learning,
scenario‐ based
learning,
role
 play

Use
of
location
aware
functionality,
 The
iCamp
project,
Use
of
 immersive
3D‐worlds.
Use
of
search
 Second
Life
to
support
different
 engines
and
other
online
resources
as
 disciplines
(Kirriemuir).
 sources
of
evidence,
connection
with
 Cyberone
law
role‐play.

 peers
and
experts
via
social
networking
 tools.
Scenario‐based
and
authentic
tasks
 in
virtual
worlds,
application
of
gaming
 technologies
for
educational
purposes

Inquiry
learning,
 Resource‐based
 learning

Tools
to
support
user‐generated
content
 The
Open
Educational
Resource
 and
facilitating
easily
sharing
and
 movement
and
associated
tools
 discussing
these.
These
include
media
 and
repositories.

 repositories
(Flckr,
YouTube,
SlideShare),
 Wikiversity
and
Wikieducator.

 social
bookmarking
sites
(Delicious),
 digital
repositories
and
tools
for
content
 creation.
Use
of
search
engines,
 participation
in
distributed,
virtual
 communities,
Use
of
folksonomices
and

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