Web 2.0 Trends & Applications in Learning
by Dr. Gary Woodill and Janet Clarey, analysts from Brandon Hall Research Group, reveal how enterprises are leveraging Web 2.0. For the Elearning! Summit 4/30/09
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
Web Trends Brandon Hall
1. LOGO
Web 2.0 Trends & Applications
for Learning
Gary Woodill & Janet Clarey
2. How to Participate
1. E-mail your questions and
comments to gary@brandon-
hall.com and janet@brandon-
hall.com
2. TWEET! – send Twitter messages
to your followers, and to me at
@gwoodill - use #BrandonHall in
your tweets so we can find them
3. Post questions during the session
– we will answer them at the end
3. Agenda
A theory about technology innovation
lifecycles
Learning technologies in 1996, 2006, 2009,
2014
Differences between Version 1.0 and Version
2.0
Web 2.0 tools and technologies gaining
traction
How Web 2.o tools and technologies are used
to support workplace learning
Q & A
11. Resistance
Western Union (1876) – “This telephone has too many
shortcomings to be seriously considered as a means
of communication.”
12. Resistance
Western Union (1876) – “This telephone has too many
shortcomings to be seriously considered as a means
of communication.”
Thomas Watson, Chairman, IBM (1943) – “I think there
is a world market for maybe five computers.”
13. Resistance
Western Union (1876) – “This telephone has too many
shortcomings to be seriously considered as a means
of communication.”
Thomas Watson, Chairman, IBM (1943) – “I think there
is a world market for maybe five computers.”
AT&T (1970) – “No commercial use for computer
networking” – gave computer networking back to
US Defense Department after a 6 month trial
14. Technology Innovation Cycle
Problems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
New Technology (Version 2.0)
15. Technology Innovation Cycle
Problems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
New Technology (Version 2.0)
New Applications (“Content”)
16. Technology Innovation Cycle
Problems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
New Technology (Version 2.0)
New Applications (“Content”)
New Services
17. Technology Innovation Cycle
Problems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
New Technology (Version 2.0)
New Applications (“Content”)
New Services
New Integrative Solutions
18. Technology Innovation Cycle
Problems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
New Technology (Version 2.0)
New Applications (“Content”)
New Services
New Integrative Solutions
New Problems
19. Technology Innovation Cycle
Problems New ideas and tinkering
New Technology (Version 1.0)
Resistance and Hype
New Technology (Version 2.0)
New Applications (“Content”)
New Services
New Integrative Solutions
New Problems Cycle starts with new players
20. Theory of Innovation
Products Applications Services
Applications Curve
(Content/Processes)
Technology Curve Services Curve
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E-Learning is here
“Solutions”
21. Version 1.0 – Supportive Innovation
“We look at the present through a rear-view mirror. We
march backwards into the future.”
Marshall McLuhan
26. Learning Technologies 1.0
Supportive Technologies
Some learning technologies are SUPPORTIVE of the
current way of doing things:
Examples:
Virtual Classrooms
Presentation Software
Authoring Tools
Assessment Tools
Learning Management Systems
27. Learning Technologies 2.0
Disruptive Technologies
Other learning technologies are DISRUPTIVE of the current
way of doing things:
Examples:
Global Networking
Artificial Intelligence
Peer to Peer Technologies
Collaboration Software
Learner generated content
Wearable computing
31. Theory of Innovation
Product Innovation Curve
Peaking technologies
Ascending technologies Maturing technologies
Developing technologies
? Declining technologies
32. Theory of Innovation
Product Innovation Curve (2006)
Affective Computing
Avatars
Classroom Response Systems
Data Mining
Decision Support Software
Gesture and Facial Recognition
Haptics
Mashups and Web Services
Personal Learning Environments
Smart Labels and Tags
Telepresence
Wearable Computing
Developing technologies
33. Theory of Innovation
Product Adoption Curve (2006)
Ascending technologies
Social Networking Tools
Web Feeds
Simulation Tools
Social Bookmarking
Personalization
Semantic Web
Mobile Technologies
Wiki Tools
Location Tools
Gaming
Blogs
Agents
Robotics
34. Theory of Innovation
Product Innovation Curve (2006)
Peaking technologies
Collaboration Tools
Search Engines
Intelligent Tutoring
Visualization
35. Theory of Innovation
Product Innovation Curve (2006)
Maturing technologies
Animation Software
Assessment Tools
Audio and Podcasting Tools
Authoring Tools
Browsers
Communications Tools
Competency Tracking Software
Content Management Systems
Display Technologies
E-Portfolio Tools
Graphics Tools
Learning Management Systems
Learning Objects and Repositories
Metadata, Ontologies, Taxonomies
Natural Language Processing
Peer-to-Peer Technologies
Portals
Presentation Tools
Rapid E-Learning Tools
Video and IPTV
Virtual Reality
VoIP and Telephony
36. Theory of Innovation
Product Innovation Curve (2006):
Computer Assisted Instruction
Computer Based Training (CBT)
CD-ROM
DVD-ROM
Floppy Disks
Declining technologies
37. The Big Picture
Training Technologies (1996)
Peaking technologies
Text Only Internet
Ascending technologies Maturing technologies
Compact Discs CBT
Web 1.0 Overheads
Developing technologies Declining technologies
38. The Big Picture
Training Technologies (2006)
Peaking technologies
Web 1.0
Ascending technologies Maturing technologies
Web 2.0/Clouds Compact Discs
Robotics/Agents Text Only Internet
Developing technologies Declining technologies
39. The Big Picture
Training Technologies (2009)
Peaking technologies
Web 2.0
Ascending technologies Maturing technologies
Robotics/Agents Web 1.0
Collective Learning Compact Discs
Developing technologies Declining technologies
40. The Big Picture
Training Technologies (2014)
Peaking technologies
Robotics/Agents
Ascending technologies Maturing technologies
Collective Learning Web 2.0/Clouds
Bio-learning Web 1.0
Developing technologies Declining technologies
41. E-Learning Technologies (2009)
Affective Computing – Agents – Animation Tools – Artificial Intelligence –
Assessment Tools – Audio Production – Augmented Reality – Authoring
Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud
Computing – Collaboration Tools – Communication Systems – Competency
•Social Networking Services
Tracking – Content Management Systems – Context Aware Computing –
Data Mining – Decision Support Systems – Digital Ink, Paper and
•Blogs
Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial
Recognition Technologies – Graphics Tools – Grid Computing - Haptics –
•Wikis
Learning Management Systems – Learning Objects and Repositories –
Location–based Technologies – Mashups – Metadata, Ontologies and
•Virtual Worlds
Taxonomies – Microblogging – Mobile Learning – Natural Language
Processing – Peer to Peer Computing – Personal Learning Environments –
Personalization – Podcasting – Portals – Presence Applications –
Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots –
Search Technologies – Semantic Web – Simulation Tools – Social
Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and
IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and
Telephony – Wearable Computing – Web Feeds – Wikis
45. Virtual Worlds
• Greater social
presence compared
with other learning
technologies
• Enhanced
interaction
• Realistic 3D objects
and environments
16
46. Hewlett-Packard Web 2.0 Community
Components of
the Web 2.0
Online Learning
Community:
•Blogs
•Discussion Board
•Social
Bookmarks
•Wiki
•User-generated
content
16
54. GE Contractual Services : Virtual World
Training
program to
elicit time-
critical
strategic
behavior in
response to a
forced outage
situation
16
55. GE Contractual Services: Virtual World
Design
•Movie storyline
•3 hours
•Game-based
steps
•Uses actual
tools staff
would use (PDA,
cell phone,
laptop)
16
56. GE Contractual Services: Virtual World
Game design
• Automated
bots mimic
personnel
• Simulation
uses artificial
intelligence to
provide
responses
• Hidden
timeline used
16
57. GE Contractual Services: Virtual World
Benefits
• Improves time
response to outages
• Better organization
of people and
equipment
• Accuracy and
appropriateness of
performance
• Increases
confidence
16
58. Summary
There has been an “explosion” of learning
technologies since the mid-1990s
59. Summary
There has been an “explosion” of learning
technologies since the mid-1990s
Theory of innovation lifecycles suggests that change
is discontinuous
60. Summary
There has been an “explosion” of learning
technologies since the mid-1990s
Theory of innovation lifecycles suggests that change
is discontinuous
Big differences between Version 1.0 technologies
(Supportive) and Version 2.0 technologies (Disruptive)
61. Summary
There has been an “explosion” of learning
technologies since the mid-1990s
Theory of innovation lifecycles suggests that change
is discontinuous
Big differences between Version 1.0 technologies
(Supportive) and Version 2.0 technologies (Disruptive)
Market is starting to consolidate
62. Summary
There has been an “explosion” of learning
technologies since the mid-1990s
Theory of innovation lifecycles suggests that change
is discontinuous
Big differences between Version 1.0 technologies
(Supportive) and Version 2.0 technologies (Disruptive)
Market is starting to consolidate
Web 2.0 tools (especially Social Media) are now
prominent
63. Summary
There has been an “explosion” of learning
technologies since the mid-1990s
Theory of innovation lifecycles suggests that change
is discontinuous
Big differences between Version 1.0 technologies
(Supportive) and Version 2.0 technologies (Disruptive)
Market is starting to consolidate
Web 2.0 tools (especially Social Media) are now
prominent
64. Summary
There has been an “explosion” of learning
technologies since the mid-1990s
Theory of innovation lifecycles suggests that change
is discontinuous
Big differences between Version 1.0 technologies
(Supportive) and Version 2.0 technologies (Disruptive)
Market is starting to consolidate
Web 2.0 tools (especially Social Media) are now
prominent
Need to experiment with the new tools – “low cost
failure”
65. Q&A
Thank you!
Here is how you can connect us:
E-Mail: gary@brandon-hall.com
janet@brandon-hall.com
Blog: http://brandon-hall.com/garywoodill
http://brandon-hall.com/janetclarey
Website: http://www.brandon-hall.com
Twitter: @gwoodill
@jclarey