Title: Blogging, podcasting and beyond: from real life to second life
1Blogging, podcasting and beyond from real life
to second life
Professor Paul MahargGlasgow Graduate School of
Law
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3Social software
4Online games sims
Social software
5Mobile learning
Online games sims
Social software
6Augmented reality
Mobile learning
Online games sims
Social software
7social software?
- Emphasises
- networks of meaning
- Distributed learning across the internet and
other forms of knowledge representation - Collaborative learning at all levels
8Communications, c.1996-2006
- Still focused on
- Organisations, ie LMSs, silos of knowledge
- Products, ie handbooks, CDs, closely-guarded
downloads - Content, ie modules, lock-step instruction
- Snapshot assessment of taught content
9how does social learning shift thinking?
- Focus shifts to
- Organisation has weak boundaries, strong presence
through resource-based, integrated learning
networks, with open access, eg MIT OU open
courseware - Focus not on static content but on web-based,
aggregated content - E-comms as understanding conversation,
just-in-time learning - Assessment of situated learning
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11RSS blogs?
- Online knowledge journals, largely chronological
documents - Useful for a resource that ties together dynamic
comms with static documents, eg journal entries,
files, syndications from other blogs
newsreaders - Can be public or private
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17wikis?
- Think of an online, dynamic encyclopaedia
Wikipedia, eg, or a developing set of definitions
documents - Useful for developing projects, developing
knowledge, sharing knowledge in-house or via
extranets - Can be edited, shared among a community of
readers / clients -- private or public
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20e-portfolios
- Personal digital collection of information,
reflection on learning and future plans - Records and demonstrates a person's learning,
career, experience and achievements. - Belong to the learner - not the organisation
- Populated by learner
- Primarily concerned with supporting learning
- Lifelong and lifewide learning
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24Online games sims
Social software
25online role-playing games
- use avatar technologies
- games simulations are continuous in time,
whether you are playing or not - fun
- learning experiences
- massive 14.5M users worldwide
26MMO data
Data courtesy of Bruce Sterling,
http//www.mmogchart.com/
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33Second Life..
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37DemocracyIsland
SL blogs
SL events
38Harvard Law School online course
http//blogs.law.harvard.edu/cyberone/
39simulations in legal learning
- Are close to the world of practice, but safe from
the (possible) realities of malpractice and
negligent representation. - Enable learners to practise legal transactions,
discuss the transactions with other fee-earners,
PSLs, and use a variety of instruments or tools,
online or textual, to help them understand the
nature and consequences of their actions - Facilitate a wide variety of assessment, from
high-stakes assignments with automatic fail
points, to coursework that can double as a
learning zone and an assessment assignment - Encourage collaborative learning. The guilds and
groups of hunters in multi-player online games
can be replicated for very different purposes in
legal education. - Learners begin to see the potential for the C in
ICT and that technology is not merely a matter
of word-processed essays quizzes, but a form of
learning that changes quite fundamentally what
and how they learn.
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42personal injury negotiation project
- Administration
- 280 students, 70 firms, 7 anonymous information
sources - 70 document sets, 35 transactions
- students have 12 weeks to achieve settlement
- introductory feedback lectures
- discussion forums
- FAQs transaction guideline flowcharts
- voluntary face-to-face surgeries with a PI
solicitor
43PI project assessment criteria
- We require from each student firm a body of
evidence consisting of - fact-finding from information sources in the
virtual community) - professional legal research using WestLaw
paperworld sources - formation of negotiation strategy extending
range of Foundation Course learning - performance of strategy correspondence
optional f2f meeting, recorded
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47statistics
48statistics
49PI project (some of) what students learned
- extended team working
- real legal fact-finding
- real legal research
- process thinking in the project
- setting out negotiation strategies in the context
of (un)known information - writing to specific audiences
- handling project alongside other work commitments
- structuring the argument of a case from start to
finish - keeping cool in face-to-face negotiations
- more effective delegation
- keeping files
- taking notes on the process...
50Mobile learning
Online games sims
Social software
51mobile learning phones iPods
- Now, 3G broadband for phones
- Now over 40 functions in phones, eg
- Shoot video
- Play music
- Listen to podcasts / vodcasts
- Pay for yr lunch
- M-learning
- 4G will be global by 2010, giving us
- Seamless access to wireless technologies
- Projection facilities
- 5G?
- Holograph keyboards
- Sophisticated avatar control
- Context-aware technologies see
http//www.andreas-p-schmidt.de/publications/abis0
5_aschmidt.pdf
52podcasts
John Mayer, CALIhttp//caliopolis.classcaster.or
g/blog/
53video lectureenvironment
Main page
Text information panel
54webcast research
http//www.ggsl.strath.ac.uk/ltdu/research/default
.htm
55Information from http//blog.compete.com
56Augmented reality
Mobile learning
Online games sims
Social software
57Examples of AR
- Liver surgery planning using AR
- http//www.computer.org/portal/cms_docs_cga/cga/c
ontent/Promo/promo3.pdf
58 future tool
applications
- Ambient, pervasive, intelligent devices
59eg Social Network Analysis interaction patterns
Maarten de Laat, http//e-learning.surf.nl/e-
learning/english/3481
60professional comms learning post-2010
- Personalised learning spaces within organisations
- Integration of knowledge management, learning
self-development - Blurring of real virtual
- Knowledge and skills will be distributed across
webs
61portrait of the PSL as designer
- If
- Knowledge and skills are distributed across webs
- Then
- User-created content will increase hugely in two
areas - collaborative gathering of information, eg
Katrinalist.net - Personalised media, eg MySpace, YouTube.
- Then
- Shift in traditional role of KM and web
dissemination - Staff will spend more time designing social
networks targeted at client groups, using - re-usable, aggregated resources
- blended pure online comms
- just-in-time information learning
- salon masterclass models of group learning
62models of KM
63what havent we covered?
- Adapted content agent-generated content
- animations creative activities
- cybercartography e-books
- exhibits libraries
- live presentations PBL
- work-flow learning multi-channel learning
- video-conferencing tools
- and much more!
64contact details
- Email paul.maharg_at_strath.ac.uk
-
- Blog http//zeugma.typepad.com
- Presentation url http//zeugma.typepad.com/DSW.pp
t - Address Glasgow Graduate School of Law
- Lord Hope Building
- University of Strathclyde
- 141 St James Road
- Glasgow G4 0LU