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Promoting open
  educational
    practices
 through social
and participatory
     media
                     Gráinne Conole
                The Open University, UK
        6th June, University of Jyväskylä, Finland
      New dynamics of language learning: spaces and
          places - intentions and opportunities
A little context…
A little context…
My background:
Irish
PhD Chemistry
Professor of e-learning
•Research interests:
   Learners’ and teachers’
   experiences of using
   technologies
   New approaches to design
   Open Educational Resources
   Learning theories
   Strategy and policy
A little context…
My background:
Irish
PhD Chemistry
Professor of e-learning
•Research interests:
   Learners’ and teachers’
   experiences of using
   technologies
   New approaches to design
   Open Educational Resources
   Learning theories
   Strategy and policy
Today’s educational context
• Rapidly changing
  technological environment
• New digital literacy skills
  needed for learners and
  teachers
• New forms of open
  practices emerging
• New forms of online
  community and
  interactivity
Limitless
• Unbounded
  intelligence
• Unlocking
  potential
• Distributed
  cognition (people
  and technologies)

                      Trailer
Social and participatory media   5
Social and participatory media   5


        Media sharing
Social and participatory media      5


        Media sharing    Blogging
Social and participatory media              5


        Media sharing    Blogging



                                    Messaging
Social and participatory media               5


        Media sharing    Blogging



                                     Messaging



                                    Recommender
                                    systems
Social and participatory media                5


        Media sharing    Blogging



                                     Messaging



                                    Recommender
                                    systems




                                    Virtual worlds
                                    and games
Social and participatory media                  5


        Media sharing     Blogging



                                       Messaging



                                      Recommender
                                      systems




                                      Virtual worlds
                                      and games

                        Syndication
Social and participatory media                  5


        Media sharing     Blogging



                                       Messaging



                                      Recommender
                                      systems




                                      Virtual worlds
                                      and games

         Social
                        Syndication
         bookmarking
Social and participatory media                         5


               Media sharing     Blogging



                                              Messaging



                                             Recommender
                                             systems




  Social                                     Virtual worlds
  networking                                 and games

                Social
                               Syndication
                bookmarking
Social and participatory media                           5


                 Media sharing     Blogging



                                                Messaging



 Collaborative                                 Recommender
 editing                                       systems




   Social                                      Virtual worlds
   networking                                  and games

                  Social
                                 Syndication
                  bookmarking
Social and participatory media                           5


                 Media sharing     Blogging



   Mash ups
                                                Messaging



 Collaborative                                 Recommender
 editing                                       systems




   Social                                      Virtual worlds
   networking                                  and games

                  Social
                                 Syndication
                  bookmarking
The machine is Us/ing us
Peer
critiquing




             The machine is Us/ing us
Peer
critiquing



  User
generated
 content




             The machine is Us/ing us
Peer
critiquing



  User
generated
 content




Networked
             The machine is Us/ing us
Peer                                 Open
critiquing



  User
generated
 content




Networked
             The machine is Us/ing us
Peer                                  Open
critiquing



  User
                                         Collective
generated
                                        aggregation
 content




Networked
             The machine is Us/ing us
Peer                                   Open
critiquing



  User
                                         Collective
generated
                                        aggregation
 content




Networked                               Personalised
             The machine is Us/ing us
Mash ups                             7




           http://voicethread.com/
SecondLife
   8
Virtual worlds                                                                9




     http://muversllc.blogspot.com/2009/12/medical-roleplays-in-second-life.html
Social networking                         10




                    http://sometu.ning.com/
Livemocha   11
Busuu
   12
italki   13
Spanish meetup   14
Role play   15
Social networking   16
Using the media for Spanish learning
                             17




 Follow   Spanish speakers on Twitter

 Post   in Spanish on Twitter and facebook

 Change    facebook skin to Spanish

 Join   relevant social networking groups of language learners

 e-dictionaries   and Google translate (with care!)

 Listen   to online podcasts

 Read    Spanish newspapers online

 Download     Spanish mobile phone apps
18




Effective use of new technologies requires
 a radical rethink of the core learning and
 teaching processes; a shift from design as
  an internalised, implicit and individually
crafted process to one that is externalised
   and shareable with others. Change in
  practice may indeed involve the use of
 revised materials, new teaching strategies
 and beliefs - all in relation to educational
                  innovation.



                        Conole and Alevizrou, 2010
Digital literacies




               Jenkins et al, 2006
Digital literacies
Performance                         Simulation

Appropriation                       Judgement

Networking                          Multitasking

Collective                          Transmedia
intelligence                         navigation

Distributed                         Negotiation
cognition
                       Play   Jenkins et al, 2006
Creativity
Definition   • Derived from Latin ‘creo’
              to create/make
            • About creating
              something new (physical
              artefact or concept) that
              is novel and valuable
            • Ability to transcend
              traditional ideas, rules,
              partners, relationships
              and create meaningful
              new ideas, forms,
              methods, interpretations
Why is it important?
• Essential skill to deal
  with today’s
  complex, fast and
  changing society
• Discourse and
  collaboration are
  mediated through a
  range of social and
  participatory media
Technologies
• Can promote creativity in
  new and innovative ways
• Enable new forms of
  discourse, collaboration
  and cooperation
• Access and repurpose
  knowledge in different
  forms of representation
• Aggregation and scale -
  distributed and collective
Online communities
• New open, social and
   participatory media enable new
   means of communication,
   collaboration, sharing and co-
   construction of knowledge
• Want to focus on the nature of
   community in these new online
   spaces
• From tight to loosely coupled:
   groups, networks and collectives
   (Dron and Anderson, 2007)
• What is it and how can it be
   fostered, supported?
The nature of community
•   Complex, distributed, loose
    communities are emerging
•   Facilitated through different but
    connected social networking tools
    such as facebook, Twitter, Ning
•   Users create their own Personal
    Digital Environment
•   Mix of synchronous and
    asynchronous tools
•   Boundary crossing e.g. the power of
    retweeting
•   Links between interests, rather than
    places
Definitions
[Community does not] imply necessarily co-presence, a
well-defined identifiable group, or socially visible
boundaries. It does imply participation in an activity system
about which participants share understandings concerning
what they are doing and what that means in their lives and
for their communities
Lave and Wenger, 1991
Virtual communities are social aggregations that emerge
from the Net when enough people carry on those public
discussions long enough, with sufficient human feeling, to
form webs of personal relationships in cyberspace.
Rheingold, 1993
Community as a process

• Constantly evolving and
   changing
• Shifting groups and depths
   of relationships
• Dynamic, evolving and
   potentially transformative
• Both directed and
   serendipitous interactions
Interactivity
•   New technologies enable
    increasing interactivity between
    learners and teachers

•   Complex: psychological, social,
    technical, linguistic and cultural
    dimensions

•   Types: communication-based,
    purpose-based, tool-based,
    activity-based

•   Important in achievement,
    persistence, enjoyment and
    approaches to learning
Definition
Interactions occur when these objects and events
mutually influence one another. An instructional
interaction is an event that takes place between a
learner and the learner's environment. Its purpose is
to respond to the learner in a way intended to change
his or her behavior toward and educational goal.
Instructional interactions have two purposes: to
change learners and to move them toward achieving
their goals.


                                             Wagner, 1994
Types

•   Learner-learner

•   Learner-teacher

•   Learner-content

•   Learner-interface



                                Moore, 1989; Hillman et al., 1994
Open practices

   What are the
  implications of
adopting more open
   approaches?
Social and participatory media                                     32


                Media sharing                 Blogging



   Mash ups
                                                           Messaging


                     How are social and
Collaborative        participatory media                  Recommender
editing                                                   systems
                     being used to enable
                     open practices?

   Social                                                 Virtual worlds
   networking                                             and games

                 Social
                                            Syndication
                 bookmarking
Open resources
Open resources
Open resources
Open resources
Open courses
Open design
     Shift from belief-based, implicit
   approaches to design-based, explicit
               approaches


               Learning Design
           A design-based approach to
         creation and support of courses


Encourages reflective, scholarly practices
   Promotes sharing and discussion

                                             Conole, 2010b
Open research
Open research
Open research
Open research
Open scholarship   38
Open scholarship   38




Discovery
Integration
Application
Teaching
Open scholarship                                   38




Discovery
Integration
Application
Teaching




Open
Digital
Networked

          Weller: http://nogoodreason.typepad.co.uk/
Cloudworks




Cloudworks audio presentation
Community indicators
Participation                Cohesion
Sustained over time          Support & tolerance
Commitment from core group   Turn taking & response
Emerging roles & hierarchy   Humour and playfulness




Identity                     Creative capability
Group self-awareness         Igniting sense of purpose
Shared language & vocab      Multiple points of view
Sense of community           expressed, contradicted or
                             challenged
                             Creation of knowledge links
                             & patterns


                                          Galley et al., 2010
Participation
• Three types of
  hierarchical roles
  • Veterans: support and
    encourage groups and
    newbies
  • Trendsetters: make a
    difference
  • Posters: need to be
    incentivised to turn
    from lurkers to active
    contributors
Cohesion
• Through support,
  tolerance, reciprocity
  and trust
• Language and tone are
  critical factors in the
  development of an
  online community
• Emotional and peer
  support
Identity
Central to the notion of community
are issues of membership and
exclusion. Some people are in, others
are out. Communities range from
being open to anyone who shares
particular ideas or interests to
communities accessible only to those
who meet certain criteria of
geography, ethnicity, gender, etc

Erickson (1997)
Creative capability
• Importance of conflict,
  disagreement and
  negotiation in the
  process of collaborative
  knowledge creation and
  developing
  understanding
• Social discord as a
  catalyst for knowledge
  construction and
  expansive learning
Framework for sociality
• System needs to accommodate both evolution
  of practices and inclusion of newcomers
• Both individual and group identity are important
• People more likely to use systems that resemble
  their daily routines, languages and practices
• Metaphors that mimic real life practices are
  likely to be more successful


                                    Bouman et al., 2007
Final thoughts

Open, participatory and social media enable new forms
 of communication and collaboration
Communities   in these spaces are complex and
 distributed
Learners  and teachers need to develop new digital
 literacy skills to harness their potential
We  need to rethink how we design, support and assess
 learning
Open, participatory and social media can provide
 mechanisms for us to share and discuss teaching ideas
 in new ways
We  are seeing a blurring of boundaries: teachers/
 learners, teaching/research, real/virtual spaces, formal/
 informal modes of communication and publication
The future?
• Limitless potential of
  technologies
• Individual, tools and
  collective
• Augmented and
  gesture technologies
• Blurring the
  boundaries of real       World Builder
  and virtual worlds
References
 Conole, G. (forthcoming), Designing for learning in an open world, Springer:Verlag.
 Conole, G. (2010a), Review of pedagogical models and their use in e-learning, http://
  cloudworks.ac.uk/cloud/view/2982
 Conole, G. (2010b), Learning design - making practice explicit, ConnectEd conference, Sydney, 28th
  June 2010, http://cloudworks.ac.uk/cloud/view/4001
 Galley, R., Conole, G. and Alevizou, P. (submitted), Community Indicators: A framework for building
  and evaluating community activity on Cloudworks, Interactive Learning Environments.
 Conole, G, and Alevizou, P. (2010), A literature review of the use of Web 2.0 tools in Higher
  Education, HE Academy commissioned report, http://www.heacademy.ac.uk/assets/EvidenceNet/
  Conole_Alevizou_2010.pdf
 Galley, R., Conole, G. and Alevizou, P. (2010), Case study: Using Cloudworks for an Open Literature
  Review, An HE Academy commissioned report.
 Alevizou, P., Conole, G. and Galley, R. (2010), Using Cloudworks to support OER activities, An HE
  Academy commissioned report.
 Conole, G., Galley, R. and Culver, J. (2010), Frameworks for understanding the nature of
  interactions, networking and community in a social networking site for academic practice, The
  International Review of Research in Open and Distance Learning.
 Conole, G. and Culver, J. (2010) 'The design of Cloudworks: applying social networking practice to
  foster the exchange of learning and teaching ideas and designs' Computers and Education, 54(3):
  679 - 692.
 Conole and Culver (2009), Cloudworks: social networking for learning design, Australian Journal of
  Educational Technology, 25(5), pp. 763–782, http://www.ascilite.org.au/ajet/ajet25/conole.html.
Websites

•   http://ouldi.open.ac.uk

•   http://cloudworks.ac.uk

•   http://e4innovation.com

•   http://oer-quality.org/

•   http://olnet.org
Other references
•   Jenkins, H., Clinton, K., Purushotma, R., Robison, A.J. and Weigel, M.,
    (2006), Confronting the challenges of participatory culture: media education
    for the 21st Century, http://digitallearning.macfound.org/atf/cf/
    %7B7E45C7E0-A3E0-4B89-AC9C-E807E1B0AE4E%7D/
    JENKINS_WHITE_PAPER.PDF

•   Weller, M (2011) The Digital Scholar. Bloomsbury Academic

•   Loveless, A M (2007) Creativity, technology and learning – a review of
    recent literature Futurelab, http://archive.futurelab.org.uk/resources/
    documents/lit_reviews/Creativity_Review_update.pdf

•   Dron, J., and Anderson, T. (2007). Collectives, networks and groups in social
    software for e-Learning, Proceedings of World Conference on E-Learning in
    Corporate, Government, Healthcare, and Higher Education Quebec.
    Retrieved Feb (Vol. 16, pp. 2008).

•   Moore, M. (1989). Three types of interaction. American Journal of Distance
    Education, 3(2), 1-6.

•   Hillman, D. C., Willis, D. J., and Gunawardena, C. N. (1994). Learner-
    interface interaction in distance education: an extension of contemporary
    models and strategies for practitioners. The American Journal of Distance
    Education, 8(2), 30-42.
URLs

•   http://robwall.ca/2009/03/10/creativity-is-the-new-technology/

•   http://www.youtube.com/watch?v=nvIQP-EBPqc

•   http://vimeo.com/3365942

•   http://blogs.hbr.org/video/2010/05/andrew-klavan-on-how-21st-
    cent.html

•   Questionmark http://www.flickr.com/photos/crystaljingsr/3914729343/
Acknowledgements
•   Snoopy http://www.flickr.com/photos/andertoons-cartoons/2754475964/
•   Juggling http://www.flickr.com/photos/r8r/4109502436/
•   Social media http://www.flickr.com/photos/intersectionconsulting/5045734278/
•   Creativity http://content5.videojug.com/89/89cae62c-c95f-a407-cf09-ff0008ca3c71/how-to-
    improve-your-creative-thinking.WidePlayer.jpg
•   8LEM http://cetl.ulster.ac.uk/elearning/images/8LEM.jpg
•   Voicethread http://www.elearningclouds.com/wp-content/uploads/2010/08/VoiceThread.png
•   Secondlife http://3.bp.blogspot.com/_bsWh9JKbOZ0/SxYN0s1MWJI/AAAAAAAABuk/
    Pvj5ETXXSRU/s400/MUVErs%2BPatient%2BRoleplay%2BSimulation%2B2.jpg
•   Pandora’s box http://www.flickr.com/photos/darkwood67/3431956363/
•   Clouds http://www.flickr.com/photos/torley/2311784203/
•   Students http://www.flickr.com/photos/snoy/2599258991/
•   Community http://www.flickr.com/photos/anonymonk/1403378488/

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Conole finland 5_june

  • 1. Promoting open educational practices through social and participatory media Gráinne Conole The Open University, UK 6th June, University of Jyväskylä, Finland New dynamics of language learning: spaces and places - intentions and opportunities
  • 3. A little context… My background: Irish PhD Chemistry Professor of e-learning •Research interests: Learners’ and teachers’ experiences of using technologies New approaches to design Open Educational Resources Learning theories Strategy and policy
  • 4. A little context… My background: Irish PhD Chemistry Professor of e-learning •Research interests: Learners’ and teachers’ experiences of using technologies New approaches to design Open Educational Resources Learning theories Strategy and policy
  • 5. Today’s educational context • Rapidly changing technological environment • New digital literacy skills needed for learners and teachers • New forms of open practices emerging • New forms of online community and interactivity
  • 6. Limitless • Unbounded intelligence • Unlocking potential • Distributed cognition (people and technologies) Trailer
  • 8. Social and participatory media 5 Media sharing
  • 9. Social and participatory media 5 Media sharing Blogging
  • 10. Social and participatory media 5 Media sharing Blogging Messaging
  • 11. Social and participatory media 5 Media sharing Blogging Messaging Recommender systems
  • 12. Social and participatory media 5 Media sharing Blogging Messaging Recommender systems Virtual worlds and games
  • 13. Social and participatory media 5 Media sharing Blogging Messaging Recommender systems Virtual worlds and games Syndication
  • 14. Social and participatory media 5 Media sharing Blogging Messaging Recommender systems Virtual worlds and games Social Syndication bookmarking
  • 15. Social and participatory media 5 Media sharing Blogging Messaging Recommender systems Social Virtual worlds networking and games Social Syndication bookmarking
  • 16. Social and participatory media 5 Media sharing Blogging Messaging Collaborative Recommender editing systems Social Virtual worlds networking and games Social Syndication bookmarking
  • 17. Social and participatory media 5 Media sharing Blogging Mash ups Messaging Collaborative Recommender editing systems Social Virtual worlds networking and games Social Syndication bookmarking
  • 18. The machine is Us/ing us
  • 19. Peer critiquing The machine is Us/ing us
  • 20. Peer critiquing User generated content The machine is Us/ing us
  • 21. Peer critiquing User generated content Networked The machine is Us/ing us
  • 22. Peer Open critiquing User generated content Networked The machine is Us/ing us
  • 23. Peer Open critiquing User Collective generated aggregation content Networked The machine is Us/ing us
  • 24. Peer Open critiquing User Collective generated aggregation content Networked Personalised The machine is Us/ing us
  • 25. Mash ups 7 http://voicethread.com/
  • 27. Virtual worlds 9 http://muversllc.blogspot.com/2009/12/medical-roleplays-in-second-life.html
  • 28. Social networking 10 http://sometu.ning.com/
  • 29. Livemocha 11
  • 30. Busuu 12
  • 31. italki 13
  • 33. Role play 15
  • 35. Using the media for Spanish learning 17  Follow Spanish speakers on Twitter  Post in Spanish on Twitter and facebook  Change facebook skin to Spanish  Join relevant social networking groups of language learners  e-dictionaries and Google translate (with care!)  Listen to online podcasts  Read Spanish newspapers online  Download Spanish mobile phone apps
  • 36. 18 Effective use of new technologies requires a radical rethink of the core learning and teaching processes; a shift from design as an internalised, implicit and individually crafted process to one that is externalised and shareable with others. Change in practice may indeed involve the use of revised materials, new teaching strategies and beliefs - all in relation to educational innovation. Conole and Alevizrou, 2010
  • 37. Digital literacies Jenkins et al, 2006
  • 38. Digital literacies Performance Simulation Appropriation Judgement Networking Multitasking Collective Transmedia intelligence navigation Distributed Negotiation cognition Play Jenkins et al, 2006
  • 40. Definition • Derived from Latin ‘creo’ to create/make • About creating something new (physical artefact or concept) that is novel and valuable • Ability to transcend traditional ideas, rules, partners, relationships and create meaningful new ideas, forms, methods, interpretations
  • 41. Why is it important? • Essential skill to deal with today’s complex, fast and changing society • Discourse and collaboration are mediated through a range of social and participatory media
  • 42. Technologies • Can promote creativity in new and innovative ways • Enable new forms of discourse, collaboration and cooperation • Access and repurpose knowledge in different forms of representation • Aggregation and scale - distributed and collective
  • 43. Online communities • New open, social and participatory media enable new means of communication, collaboration, sharing and co- construction of knowledge • Want to focus on the nature of community in these new online spaces • From tight to loosely coupled: groups, networks and collectives (Dron and Anderson, 2007) • What is it and how can it be fostered, supported?
  • 44. The nature of community • Complex, distributed, loose communities are emerging • Facilitated through different but connected social networking tools such as facebook, Twitter, Ning • Users create their own Personal Digital Environment • Mix of synchronous and asynchronous tools • Boundary crossing e.g. the power of retweeting • Links between interests, rather than places
  • 45. Definitions [Community does not] imply necessarily co-presence, a well-defined identifiable group, or socially visible boundaries. It does imply participation in an activity system about which participants share understandings concerning what they are doing and what that means in their lives and for their communities Lave and Wenger, 1991 Virtual communities are social aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace. Rheingold, 1993
  • 46. Community as a process • Constantly evolving and changing • Shifting groups and depths of relationships • Dynamic, evolving and potentially transformative • Both directed and serendipitous interactions
  • 47. Interactivity • New technologies enable increasing interactivity between learners and teachers • Complex: psychological, social, technical, linguistic and cultural dimensions • Types: communication-based, purpose-based, tool-based, activity-based • Important in achievement, persistence, enjoyment and approaches to learning
  • 48. Definition Interactions occur when these objects and events mutually influence one another. An instructional interaction is an event that takes place between a learner and the learner's environment. Its purpose is to respond to the learner in a way intended to change his or her behavior toward and educational goal. Instructional interactions have two purposes: to change learners and to move them toward achieving their goals. Wagner, 1994
  • 49. Types • Learner-learner • Learner-teacher • Learner-content • Learner-interface Moore, 1989; Hillman et al., 1994
  • 50. Open practices What are the implications of adopting more open approaches?
  • 51. Social and participatory media 32 Media sharing Blogging Mash ups Messaging How are social and Collaborative participatory media Recommender editing systems being used to enable open practices? Social Virtual worlds networking and games Social Syndication bookmarking
  • 57. Open design Shift from belief-based, implicit approaches to design-based, explicit approaches Learning Design A design-based approach to creation and support of courses Encourages reflective, scholarly practices Promotes sharing and discussion Conole, 2010b
  • 62.
  • 64. Open scholarship 38 Discovery Integration Application Teaching
  • 65. Open scholarship 38 Discovery Integration Application Teaching Open Digital Networked Weller: http://nogoodreason.typepad.co.uk/
  • 67. Community indicators Participation Cohesion Sustained over time Support & tolerance Commitment from core group Turn taking & response Emerging roles & hierarchy Humour and playfulness Identity Creative capability Group self-awareness Igniting sense of purpose Shared language & vocab Multiple points of view Sense of community expressed, contradicted or challenged Creation of knowledge links & patterns Galley et al., 2010
  • 68. Participation • Three types of hierarchical roles • Veterans: support and encourage groups and newbies • Trendsetters: make a difference • Posters: need to be incentivised to turn from lurkers to active contributors
  • 69. Cohesion • Through support, tolerance, reciprocity and trust • Language and tone are critical factors in the development of an online community • Emotional and peer support
  • 70. Identity Central to the notion of community are issues of membership and exclusion. Some people are in, others are out. Communities range from being open to anyone who shares particular ideas or interests to communities accessible only to those who meet certain criteria of geography, ethnicity, gender, etc Erickson (1997)
  • 71. Creative capability • Importance of conflict, disagreement and negotiation in the process of collaborative knowledge creation and developing understanding • Social discord as a catalyst for knowledge construction and expansive learning
  • 72. Framework for sociality • System needs to accommodate both evolution of practices and inclusion of newcomers • Both individual and group identity are important • People more likely to use systems that resemble their daily routines, languages and practices • Metaphors that mimic real life practices are likely to be more successful Bouman et al., 2007
  • 73. Final thoughts Open, participatory and social media enable new forms of communication and collaboration Communities in these spaces are complex and distributed Learners and teachers need to develop new digital literacy skills to harness their potential We need to rethink how we design, support and assess learning Open, participatory and social media can provide mechanisms for us to share and discuss teaching ideas in new ways We are seeing a blurring of boundaries: teachers/ learners, teaching/research, real/virtual spaces, formal/ informal modes of communication and publication
  • 74. The future? • Limitless potential of technologies • Individual, tools and collective • Augmented and gesture technologies • Blurring the boundaries of real World Builder and virtual worlds
  • 75. References  Conole, G. (forthcoming), Designing for learning in an open world, Springer:Verlag.  Conole, G. (2010a), Review of pedagogical models and their use in e-learning, http:// cloudworks.ac.uk/cloud/view/2982  Conole, G. (2010b), Learning design - making practice explicit, ConnectEd conference, Sydney, 28th June 2010, http://cloudworks.ac.uk/cloud/view/4001  Galley, R., Conole, G. and Alevizou, P. (submitted), Community Indicators: A framework for building and evaluating community activity on Cloudworks, Interactive Learning Environments.  Conole, G, and Alevizou, P. (2010), A literature review of the use of Web 2.0 tools in Higher Education, HE Academy commissioned report, http://www.heacademy.ac.uk/assets/EvidenceNet/ Conole_Alevizou_2010.pdf  Galley, R., Conole, G. and Alevizou, P. (2010), Case study: Using Cloudworks for an Open Literature Review, An HE Academy commissioned report.  Alevizou, P., Conole, G. and Galley, R. (2010), Using Cloudworks to support OER activities, An HE Academy commissioned report.  Conole, G., Galley, R. and Culver, J. (2010), Frameworks for understanding the nature of interactions, networking and community in a social networking site for academic practice, The International Review of Research in Open and Distance Learning.  Conole, G. and Culver, J. (2010) 'The design of Cloudworks: applying social networking practice to foster the exchange of learning and teaching ideas and designs' Computers and Education, 54(3): 679 - 692.  Conole and Culver (2009), Cloudworks: social networking for learning design, Australian Journal of Educational Technology, 25(5), pp. 763–782, http://www.ascilite.org.au/ajet/ajet25/conole.html.
  • 76. Websites • http://ouldi.open.ac.uk • http://cloudworks.ac.uk • http://e4innovation.com • http://oer-quality.org/ • http://olnet.org
  • 77. Other references • Jenkins, H., Clinton, K., Purushotma, R., Robison, A.J. and Weigel, M., (2006), Confronting the challenges of participatory culture: media education for the 21st Century, http://digitallearning.macfound.org/atf/cf/ %7B7E45C7E0-A3E0-4B89-AC9C-E807E1B0AE4E%7D/ JENKINS_WHITE_PAPER.PDF • Weller, M (2011) The Digital Scholar. Bloomsbury Academic • Loveless, A M (2007) Creativity, technology and learning – a review of recent literature Futurelab, http://archive.futurelab.org.uk/resources/ documents/lit_reviews/Creativity_Review_update.pdf • Dron, J., and Anderson, T. (2007). Collectives, networks and groups in social software for e-Learning, Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education Quebec. Retrieved Feb (Vol. 16, pp. 2008). • Moore, M. (1989). Three types of interaction. American Journal of Distance Education, 3(2), 1-6. • Hillman, D. C., Willis, D. J., and Gunawardena, C. N. (1994). Learner- interface interaction in distance education: an extension of contemporary models and strategies for practitioners. The American Journal of Distance Education, 8(2), 30-42.
  • 78. URLs • http://robwall.ca/2009/03/10/creativity-is-the-new-technology/ • http://www.youtube.com/watch?v=nvIQP-EBPqc • http://vimeo.com/3365942 • http://blogs.hbr.org/video/2010/05/andrew-klavan-on-how-21st- cent.html • Questionmark http://www.flickr.com/photos/crystaljingsr/3914729343/
  • 79. Acknowledgements • Snoopy http://www.flickr.com/photos/andertoons-cartoons/2754475964/ • Juggling http://www.flickr.com/photos/r8r/4109502436/ • Social media http://www.flickr.com/photos/intersectionconsulting/5045734278/ • Creativity http://content5.videojug.com/89/89cae62c-c95f-a407-cf09-ff0008ca3c71/how-to- improve-your-creative-thinking.WidePlayer.jpg • 8LEM http://cetl.ulster.ac.uk/elearning/images/8LEM.jpg • Voicethread http://www.elearningclouds.com/wp-content/uploads/2010/08/VoiceThread.png • Secondlife http://3.bp.blogspot.com/_bsWh9JKbOZ0/SxYN0s1MWJI/AAAAAAAABuk/ Pvj5ETXXSRU/s400/MUVErs%2BPatient%2BRoleplay%2BSimulation%2B2.jpg • Pandora’s box http://www.flickr.com/photos/darkwood67/3431956363/ • Clouds http://www.flickr.com/photos/torley/2311784203/ • Students http://www.flickr.com/photos/snoy/2599258991/ • Community http://www.flickr.com/photos/anonymonk/1403378488/

Notes de l'éditeur

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