I gotta tell you ... it was too hard to get the good stuff here. Stay tuned for the podcast.
Social Media and Web 2.0: Two Themes
Emergence in Time and Space
How do we react to emerging technologies? In many cases it is with panic and hesitance ... other times we trust venders who give us things, establish futurism methods, among others. How many of you are gamers? Not many hands ... how many have played games -- the whole room presumably. In academia we see games as childish.
We used to say social software to emphasis that software can be social ... that has been replaced by the notion of web 2.0 ... it is also important to note that the web has a real history. Bryan says web 2.0 is a series of micro-content items, authored by multiple authors -- even on the same page. This kind of an approach leads to a networked conversation ... discussions "rippling across the blogosphere." Speaking of the blogoshpere, he spends a little time on Technorati and the number of blogs ... will it be become the human race, or stay small and emerge into something as silly as the novel.
Loved this one ... RSS is the most frustrating web 2.0 technology ... it is a geek only technology at first blush.
This one blew my mind ... CyWorld -- In S. Korea nearly half of the population is in there.
He says teaching with web 2 is not much different than web 1 ... web 2 makes it much easier. Think of journaling and you can see how all this is supported in a very easy way. Flickr with notes and working on fine art projects -- all through annotation and the conversation gets extended ... "object oriented discussion." Podcasting and blogging have brought discussion and discourse back into fashion.
Mobile devices offer the ability to access more content, annotate in the moment, and accelerates the ability to interact and change it all on the fly. His "mandatory device" slide was just great. The best covereage of the London Subway Bombing came from cell phone photos ... why is mobility good?
- Information on demand
- Spatial mapping
- Mobile Multimedia, social research
- So much more ...
Gaming is an amazing cultural presence ... that in and of itself is why it is important for us to understand. If gaming is this important we need to study it so we can help students understand it as a medium. Gaming is macro-content, unlike web 2.0 which is micro-content. How are games like web 2.0? I am guessing the social aspects. The SecondLife pedagogy advantage is virtual reality and emotional bandwidth (eb). EB is the ability in SL to watch people react -- laugh, dance, smile, and other things. Half way between video conferencing and chatting. I need to explore Alternate Reality Games -- new forms of digital storytelling.
I just couldn't keep up ... too interesting at the end. The podcast will be available.