08 HPGD3203 T4
08 HPGD3203 T4
08 HPGD3203 T4
0 Tools
4
LEARNING OUTCOMES
By the end of this topic, you should be able to:
1. Differentiate between Web 1.0 and Web 2.0 tools;
2. Elaborate on the various Web 2.0 tools, such as blogs, wikis, audio,
video, microblogging and others;
3. Elaborate on the various forms of Web 2.0 tools and their specific
requirements; and
4. Identify the Web 2.0 tools which will help teachers in teaching and
learning.
INTRODUCTION
During the early stages of Web 1.0, it could be considered as a „read-only web‰.
Web 1.0 was at the early stage of the World Wide Web or commonly known as
WWW. At this stage, the WWW composed of websites with hyperlinks but there
was no room for user interactivity or content contribution. Most website owners
wanted to establish an online presence and make their information available to
anyone at any time, but the web as a whole did not develop much with regard to
content and contribution. The static stage of the web made it necessary to move
forward to Web 2.0.
Web 1.0 eventually gave way to Web 2.0, which has provided a new way of
collaborating, creating, sharing and editing user content online. Web 2.0 has made it
easier for teachers, students and parents to collaborate and share resources. Web 2.0
tools are user-friendly and most of them are free.
The use of Web 2.0 tools has made students more attentive and more focused in
their thinking and work. The reason being they realise that once they are online,
there are others around the world who can read what they have posted or created.
They can foster collaboration, reflection and higher order thinking skills.
In the following subtopics, we will discuss the various Web 2.0 tools such as:
(a) Blogs;
(b) Wikis;
(c) Social bookmarking;
(d) Audio and podcasting;
(e) Image sharing;
(f) Videos;
(g) Microblogging;
(h) SMS;
(i) Web conferencing;
(j) Aggregation; and
(k) Games, virtual worlds and simulation.
4.1 BLOGS
Do you own a blog? Are you a blogger? Would you like to keep your students
updated on your latest ideas or topics? Is your blog for personal or professional
use? Well, these are some of the questions that we have heard, and you might have
experienced on blogs.
Blogs are informational discussions and personal experiences that can be created
by anyone, provided one is registered as a user. Blogs can be updated, and content
can be posted from time to time by only one user. The content is arranged in
chronological order. During the early stages, most blogs required users to be able
to use HyperText Markup Language (HTML) and also File Transfer Protocol (FTP)
to ensure that the content was posted based on the Internet Protocol (IP) addresses
of the websites or blogs.
The other feature in the blogs is users can leave comments, which makes it possible
for users to interact and makes the blogs more active. This distinguishes blogs from
other static websites. Blogging is a social networking service, which makes it
possible for administrators and editors to interact with other users. This can be
seen by the number of followers of the blogs, making it an attraction for them to
keep posting, commenting and discussing issues or matters of common interest.
As a user, one can become a blogger by registering with any one of the following
platforms available:
(a) WordPress;
(b) Blogger;
(c) Tumblr;
(d) Medium;
(e) Svbtle;
(f) Quora;
(g) Postach.io;
(h) Google+;
(i) Facebook Notes; and
(j) LinkedIn.
SELF-CHECK 4.1
ACTIVITY 4.1
1. Create a blog on http://blogger.com or any blogging platform of
your choice.
2. Collaborate with your group members and get them to post
information on the blog.
4.2 WIKIS
Ward Cunningham was the first person who developed wikis. Ward Cunningham
provided a chance for users to create, post and edit content, which was something
that everyone was waiting to be able to deliver content. Wikis are websites that
allow the collaboration and editing of their content. Some wikis are open source
while others are proprietary.
Wikis run on software uses simple editing tools, such as rich text editors and
simple markup language, as compared to the complicated HyperText Markup
Language (HTML) used in blogs.
Wikis also provide access controls, whereby not everyone has the right to change,
edit or remove materials. Other wikis are free without any user control, making it
possible to edit, compose and remove content. Wikis run on an engine called
content management system (CMS), whereby the interface has a control panel to
allow registered users to customise the layout and design, allowing users to have
control over the wikis.
Wikis like Wikipedia remain popular until today. Wikis provide users with a chance
to use the online application that works on the principle of „what you see is what
you get‰ (WYSIWYG). This editor or programme in wikis helps users to produce
documents as they create. Table 4.1 shows some examples of popular wikis.
Google Chrome has gone further by ensuring users log in to acquire the
bookmarks no matter where they are or what computer they are using. Some
examples of social bookmarking are Delicious, digg.com, StumbleUpon, Reddit
and Pinterest (see Figure 4.1).
Delicious allows users to add links to their accounts; these links can be customised
to make the links public or private. Delicious also allows its users to add tags that
will allow other users to search for these websites. Delicious users can do „bundle
tag‰ to add the tags into a group. One example is if a user has tags like „design‰,
„paint‰, „sketches‰ and „oil painting‰, they can be bundle tagged under „art‰.
There are free online tools for audio sharing. They enable users to record, upload,
listen to and share audio files easily. You can record directly, use text to speech or
upload your audio file. The other option is you can embed the audio file to any site
with HTML. You as a user have the option to decide whether your audio file will
be made public or private.
Some examples of such audio web tools are like Chirbit, Minicast Maker,
SoundCloud and Yodio. Some of the features in Chirbit include:
(a) Upload 120MB of audio per file;
(b) Embed your audio file anywhere using HTML 5;
(c) Share audio files on Tumblr, Twitter, Facebook and others;
(d) Upload your audio file in formats like mp3, wav, aif, ogg, amr, m4a, wma,
3gp;
(e) Record directly from your website using a webcam or microphone;
(f) Post any audio to your account with your smartphone that has voice note
apps and email; and
(g) Extract audio from YouTube.
These are some of the features that are free, but you will have to pay if you need
extra features that come with the PRO version.
Podcasts are audio files distributed through the Internet. The word „Podcast‰
comes from „iPod‰ and broadcast. With todayÊs technology, we can add visuals
and videos to make your presentation more exciting. To do podcasting, you will
have to ensure that your hardware fulfil the minimum requirements. Some of the
requirements are as indicated in Table 4.2.
Table 4.2: Hardware and Software Requirements for Podcasting
Hardware/Software Requirements
For personal computers and notebooks You will need a minimum requirement of
that run on Windows Windows XP, Vista, Windows 7 and 8.
For Mac OS9 or X.
Random access memory (RAM) 2 to 4 gigabytes (GB).
Professionals use 8 to 16 GB.
Hard disk space You need storage of 50 to 100GB.
Software Audacity for both PC and Mac.
Adobe Audible, Garageband.
Google has its contribution in image sharing, and the application used was Picasa.
Picasa is no longer in use, and those who have a Picasa account can now view
images using Google Images. Google has decided to terminate Picasa to focus on
a single photo service in Google Photos. Google Photos is a smarter photo app that
works on mobile phones and the web. Google account holders who use
applications like Google+, Hangouts, Google Photos, Google Drive and Bloggers
will have their images archived. With this move, Google offers unlimited storage
space, provided the photo resolution is 16 megapixels and video resolution is 1080
pixels. For higher resolutions, users will have to consider buying more storage
because the storage counts against their free Google Drive quota of 15GB.
4.6 VIDEOS
The use of videos in education has many benefits as shown in several decades of
research. For example, videos have made a great impact on teaching and learning,
and have played a role in flipped learning whereby learners can digest lecture
content at their own pace and explore the content more deeply during class time.
During the 80s and 90s, producing a video was an expensive task, considering the
equipment and workforce needed to get a video done. Now, making a video is
easy, especially with user-friendly software and gadgets like mobile phones and
notebooks. Producing, editing and sharing are now readily available and can be
done for free. You can even produce a video using your mobile phone.
There are some video websites that host videos based on subject matters like
education and business while others have a wide range of topics. To allow sharing
in the public domain, users are required to tag and describe the videos to ensure
user satisfaction and easy retrieval using search engines. However, these websites
sometimes charge a fee for high definition (HD) videos as they require more space
for hosting. Examples of such websites are like YouTube, Vimeo, TeacherTube and
Khan Academy (see Figure 4.3).
There are websites that allow users to edit videos online. Some of these websites
are listed in Table 4.3.
Table 4.3: Online Video Editors or Tools
ACTIVITY 4.2
Based on the description of videos as a Web 2.0 tool:
(a) Create a 10-minute video on any subject that can be used in your
presentation in class;
(b) Upload it to YouTube;
(c) Create tags to make your presentation visible in the search engine;
and
(d) Get your class members to comment or even like the video.
4.7 MICROBLOGGING
Microblogging is a popular form of blogging and a short messaging system. It
works best for people who are always on the move and can only post short
messages to the public, friends and followers.
Microblogging is popular among users of mobile gadgets like mobile phones, iPads
and tablets because there is frequent social posting among users as most trends are
short. Some of the popular microblogging platforms are shown in Table 4.4.
Web 2.0 has led to the emergence of freeware, such as end-to-end encrypted instant
messaging applications for smartphones like Whatsapp, Telegram, WeChat, Line
and others. Most of these instant messaging applications are freeware. Each of
these has the edge over the other apps, and they are always in the aggressive mode
to ensure they get more followers and users. Let us look at some examples below.
(a) Whatsapp
Brian Acton and Jan Koum created Whatsapp in 2009. They were former
employees of Yahoo. Since its inception, it has gained popularity with over
one billion users all over the world. It works on both iOS (which works with
Apple products like iPad, iPod and iPhone) and Android platforms. With it,
you can send text messages with image, videos, documents, audio message,
(b) Telegram
Telegram is a stiff competitor of Whatsapp. It is another instant messaging
application. Telegram was created in 2013 by two Russians brothers, Nikolai
and Pavel Durov. It is constantly creating lots of added services and
advantages over Whatsapp. Using Telegram, users can send messages and
files of any type (doc, mp3, zip) as well as create groups of 5000 members.
These functions make this instant messaging application like an application
with SMS and email combined.
(c) WeChat
WeChat has almost 500 million users worldwide. This application can be
used on both iOS and Android platforms. It has more social features than
Whatsapp. WeChat allows users to send messages to individuals and groups
with up to 500 individuals. One of the unique features that this application
has is „friends radar‰ that helps in the search for friends nearby who are also
WeChat users. Finding contacts can also be done through e-mails, Facebook
as well as LinkedIn.
WeChat has games and fitness challenges using WeRun. WeChat users can
use animated stickers for expressions and share photos in the „moments‰
sections that resemble FacebookÊs newsfeed. For iOS users, WeChat has
added Apple music and iTunes support.
As a teacher, how would you use any of the SMS applications with your students
for teaching and learning? Figure 4.4 illustrates how BloomÊs taxonomy can be
applied in the digital context and environment.
This platform requires software that are able to capture presentersÊ screen sharing
images, voice and their PowerPoint slides, which are the focus or subject matter
for web conferencing. Web conferencing is used for seminars, conferences,
meetings, lectures or training events. This software makes it possible to handle
long distance communication, which helps to reduce cost. Through this service,
we can have a one-to-one session or a multicast session from one sender to many
viewers or receivers.
As a word of caution, especially when you need to have any of these sessions for
meetings, seminars or lectures, do ensure that a test run is done to check the
Internet connection and the transmission of the session if it needs to go live. As for
delayed transmission, there is a need to ensure the recording is done with good
quality video image and sound.
Online web conference involves webinars or web seminars and webcasts. These
require software, and their performance have been rated based on usersÊ satisfaction
and market share, vendor size and social impact. Some of the software are WebEx,
GoToMeeting, Skype, join.me, Google Hangouts, Zoom, ClearSlide, GoToWebinar,
appear.in and many more.
4.10 AGGREGATION
RSS stands for „rich site summary‰ or „real simple syndication‰. RSS are tools that
are available on websites and blogs. Its function is to provide updated headlines,
content and news, and to help users or subscribers manage, organise and get
updated information from their favourite websites or blogs.
An aggregator/reader will list a web page with all the additions and changes to
websites to which a user has „subscribed‰. It is an application that can help to
organise and manage what the user wants and saves the user from going to
websites of interest for fresh content. Such applications are called RSS readers or
feed aggregators. Therefore, what the user needs to do is to subscribe to the RSS
and see the changes in an aggregator.
Some of the web-based readers are like Feedly (refer to Figure 4.6). Feedly allows
the user to decide on the topic and keywords, which can be categorised based on
the number of topics or even keywords that are needed. Once done, Feedly will
bring to the user or the PC, notebook or handphone the latest feeds.
Teachers can use this tool to get the latest feeds on any topics like „higher order
thinking skills‰, „flipped classroom‰ or „cooperative learning‰.
ACTIVITY 4.3
As a teacher, think of the tools you can use for teaching and learning.
Discuss how your students will benefit and share with your coursemates
in the myINSPIRE forum.
The learning process in primary and secondary school often utilises several
approaches, with some relying on self-paced materials and preparing for
examinations. When students are at home, they are mostly busy playing with their
gadgets. There is a need to merge the school and home experience and synchronise
with the topics that are being taught.
There are many different and innovative ways to use gaming to support learning
and teaching at schools and universities. Gaming uses computers, video games,
websites, television programmes and so on.
Another innovative way that supports learning is the use of simulation via
computer programmes. Simulation technology is used widely in military training,
medical training and the aviation industry.
The virtual world presents digital game-based learning (DGBL), which is another
related concept that has been the trend in recent years. It connotes the general use
of games in education. DGBL is interactive and engaging, and is up-and-coming
as the next generation learning. Games should be integrated into the curriculum.
It is important to understand what types of games can promote the desired
learning outcomes. Some examples are given in Table 4.5.
Games, virtual reality and simulation are used as learning tools to help students
understand subject matters or topics.
Virtual reality and simulations can be part of the education agenda if private
organisations and non-governmental organisations can help in making this a
success. Areas covered can be Science, Mathematics and technical subjects.
Private organisations should take this initiative up as a corporate social
responsibility exercise.
SELF-CHECK 4.2
1. Identify the Web 2.0 tools that will help teachers in making
learning fun.
2. Identify one of these tools and elaborate on its pros and cons.
• Web 2.0 is a new way of creating, collaborating, sharing and editing user
content online. Web 2.0 has made it easier for teachers, students and parents to
collaborate and share resources.
• Most of the Web 2.0 tools like blogs, wiki, social bookmarking, audio and
podcasting, image sharing etc. have features that allow creating, editing and
sharing.
• Web 2.0 tools can help teachers in acquiring the latest updates on a particular
topic for teaching and learning.
• Games, virtual reality and simulation are interactive and engaging, and up-
and-coming as the next generation of e-learning. The interactive characteristic
of games enables students to connect with the subject matter being taught in
class enthusiastically).
Sahin, M. C., & Namli, N. A. (2016). Gamification and effects on studentsÊ Science
lesson achievement. International Journal on New Trends in Education &
Their Implications (IJONTE), 7 (1), 41–47.