Examples+of+Web2.0

=What is Web2.0?=

Around 2005, a new range of web tools began to find their way into general use, and increasingly into educational use. These can be loosely de- scribed as Web 2.0 tools, as they reflect a different culture of web use from the former “centre-to-periphery” push of institutional websites. Table 1 shows some of the tools and their uses (this is, of course, by no means an exhaustive list—there are many more possible examples).

The main feature of Web 2.0 tools is that they empower the end-user to access, create, dis- seminate, and share information easily in a user- friendly, open environment. Usually the only cost is the time of the end-user. There are often few controls over content, other than those normally imposed by a state or government (such as libel or pornography), or where there are controls, they are imposed by the users themselves. Some have called Web 2.0 the “democratization” of the Web.

• MySpace (http://www.myspace.com/) || A social utility that connects people with friends and others who work, study, and live around them || • Flickr (http://www.flickr.com/) • iTunes • e-portfolios || Allows end-users to access, store, download, and share audio recordings, photographs, and videos || • Elluminate • Adobe Connect || Allows free “real-time” audio and visual communication over the Web || • Ubiquitous computing devices and applications || Enables users to access multiple information formats (voice, text, video, etc.) at any time, any place ||
 * Type of Tool || Examples(s) || Application ||
 * Blogs || • Stephen’s Web (http://www.downes.ca/) || Allows an individual to make regular postings to the Web, e.g., a personal diary or an analysis of current events ||
 * Wikis || • Wikipedia (http://en.wikipedia.org/) || An “open” collective publication, allowing people to contribute or create a body of information ||
 * Social networking || • Facebook (http://www.facebook.com/)
 * Multimedia archives || • Podcasts • YouTube (http://www.youtube.com/)
 * Synchronous communication tools || • Skype
 * 3-D virtual worlds || • Second Life (http://secondlife.com/) || Real-time semi-random connection/ communication with virtual sites and people ||
 * Multiplayer games || • Lord of the Rings Online (http://www.lotro.com/) || Enables players to compete against or collaborate with each other or a third party/parties represented by the computer, usually in real time ||
 * Mobile learning || • Mobile phones
 * Open content || • MIT OpenCourseWare (http://ocw.mit.edu/) || Digital learning materials available free over the Internet, for use either by instructors or learners ||