Learning 2.0

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3. The Landscape of Learning 2.0

Figure 3-4: Usage of Social Computing Tools for Learning 2.0 (in % of cases) Tools

N

% Cases

% Entries

Blogs

97

41

19

Social Networking

95

40

18

Discussion Platforms

69

29

13

Wikis

68

29

13

Photo- / Video sharing

5

23

11

Podcast / Vodcast

34

14

7

Folksonomies / Tagging

30

13

6

Virtual Realities

11

5

2

Others (e-Portfolios, Twitter, Ning, Moodle, Elgg, games etc)

55

23

11

53% combine different social computing tools.

initiatives (45%) appear to dominate the current

used. Other tools include a wide variety of

landscape with a substantially lower percentage of

applications ranging from dedicated tools for E&T,

local (7%) and regional (14%) initiatives. The latter

like Learning Management Systems (e.g. Moodle),

findings seem to be in contradiction to the existing

Virtual Learning Environments, and ePortfolios,

body of knowledge which highlights the bottom-up

to more generic ones including serious games,

and therefore local and regional nature of Learning

microblogging applications (e.g. Twitter) and

2.0. As a consequence, the data entries have been

voice-over-IP applications (e.g. Skype).

re-assessed and 11% of the total cases were found to have been misclassified. Nevertheless, 34%

It is important to stress that the use of

of cases can be classified as ‘national’ examples,

dedicated learning support tools is residual with

which points to the importance of national pilot

respect to the adoption of more generic Web 2.0

programmes and initiatives in the take up phase of

applications. Further data show that in slightly

Learning 2.0.

more than half of all cases, a pool of different Web 2.0 applications is used in an integrated manner.

To sum up, approximately one third of all

This suggests that the take up of social computing

cases operate at local/regional level, one third

tools in the educational environment is not driven

at national and one third at supra-national level.

by specialised solutions, but results instead from

Finally, two thirds of the Learning 2.0 cases in the

the emergent use in educational contexts of a

database are currently active and running.

combination of tools and technologies, initially designed for purposes other than learning.

3.1.2. Learning 2.0 Tools, Activities and Objectives

The objectives, and the activities which aim to achieve them, are remarkably diverse

30

The collection of cases gathered shows

and manifold. The three most frequently named

that blogs and social networking are the most

objectives are: (1) developing new ways of

frequently applied social computing tools for

learning using social software tools (68% of all

educational purposes. They are followed by

cases), (2) improving collaboration amongst

discussion platforms and wikis, and also tools

actors (57%) and increasing the motivation and

for the sharing of photos and videos. Podcasts,

thus the participation of learners in the Learning

vodcasts, folksonomies (and/or social tagging),

2.0

and virtual realities are currently less frequently

addressed by Learning 2.0 activities comprise

experience

(49%).

Further

objectives


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