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Open, Social and Participatory Media

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Abstract

This chapter considers the impact of new, open, social and participatory technologies on education and in particular how they are changing learning and teaching practices. It will consider their fundamental characteristics and look at the implications for learners, teachers and institutions. It argues that the impact on practice can be both positive and negative and that as a consequence educational institutions need to develop new policies and strategies to take account of these. This chapter considers the new forms of user behaviour that are resulting and provides examples of ways in which they are being used to support teaching and learning.

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Notes

  1. 1.

    http://facebook.com

  2. 2.

    http://www.linkedin.com

  3. 3.

    http://www.myspace.com/

  4. 4.

    http://twitter.com

  5. 5.

    http://cloudworks.ac.uk

  6. 6.

    http://flickr.com

  7. 7.

    http://youtube.com

  8. 8.

    http://slideshare.com

  9. 9.

    http://elgg.org

  10. 10.

    http://www.ning.com

  11. 11.

    The notion of openness is discussed in more detail in Chapter 11.

  12. 12.

    www.youtube.com

  13. 13.

    http://www.flickr.com/

  14. 14.

    http://www.slideshare.net/

  15. 15.

    http://us.battle.net/en/

  16. 16.

    This is discussed in Chapter 6.

  17. 17.

    http://openlearn.open.ac.uk

  18. 18.

    A mashup is a Web page or application that uses and combines data, presentation or functionality from two or more sources to create new services.

  19. 19.

    http://www.skgproject.com/

  20. 20.

    http://www.spacesforlearning.blogspot.com/

  21. 21.

    The concept of affordances is discussed in Chapter 6.

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Conole, G. (2012). Open, Social and Participatory Media. In: Designing for Learning in an Open World. Explorations in the Learning Sciences, Instructional Systems and Performance Technologies, vol 4. Springer, New York, NY. https://doi.org/10.1007/978-1-4419-8517-0_4

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