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web 2.0 ATEM

t2

Wikis
Blogs
VirtualWorlds
3D Virtual Worlds
Web 2.0
avatars
Video Sharing
Folksonomy
Blogs
Photo sharing
Wikis
Twitter
Social Networking
What the ?!!!!!!!
Thank You!
Photo sharing Web 2.0 sites enable users to upload and share photos, customise photo galleries, and view animated online slideshows. Flickr is an example of such a photosharing site: http://www.flickr.com/
A Wiki enables users to create and edit Web pages using a simplified markup language such as html coding or a WYSIWYG editor within the browser. Wikis are commonly used to create collaborative websites, contribute to a body of knowledge (such as Wikibooks), and for note taking. Wikipedia http://www.wikipedia.org is one of the best-known wikis.
Social networking sites empower users to build social links with others who share similar interests. Social networking services provide various means by which users interact, including e-mail, instant messaging and blogs. Many provide photo gallery services and ways of searching for others they might know or who share similar interests. FaceBook (http://www.facebook.com/)and MySpace  (http://www.myspace.com/) enjoy the greatest market share, with MySpace generally appealing to a younger demographic than FaceBook.

Twitter (http://twitter.com/) is a microblogging service
in which users post brief messages of no more than 140 characters (tweets) to broadcast late breaking news or what they are doing at that moment. The service works on the principle of followers, and in this respect it is also a social networking service.
A Blog (AKA "weblog") is an online journal maintained by a user who posts (blogs) regular updates about events, social issues or personal commentary. Blogs are primarily text based but most support other kinds of media. Blogs provide a means for others to post comments in response to blog entries. Wordpress and Blogger are examples of blogging sites that provide free space for users: http://denisewood.wordpress.com/
Folksonomy is a system of collaborative classification enabling users to annotate and categorise content, which is referred to as collaborative tagging. Social Bookmarking sites such as Del.icio.us http://delicious.com/ are examples of folksonomies that enable users to share bookmarks to Websites, tag the sites and create collections of bookmarks. 
YouTube http://www.youtube.com/ is an example of a video sharing site that enables users to post videos on any range of topics. Sites such as YouTube allows people to  upload and share video clips across the Internet through websites, mobile devices, blogs, and email. Viewers can vote on the videos posted online and respond in text based blog entries and they can create video productions of their own on the same topic. YouTube also supports channels and provides a means for viewers to copy a snippet of code and embed videos so that they play within their own websites, blogs etc. 
Virtual worlds are based on three areas of technology: World Wide Web, Massively Multi-player Online Role-Playing Games, and avatar worlds (Ondrejka, 2007). They have no fixed rules, and provide spaces for social networking, teaching, gaming, virtual shopping, conferencing and marketing. Examples of popular virtual worlds are Second Life and Active Worlds.
O'Reilly (2005) describes Web 2.0 as a set of principles and practices that harness collective intelligence. These principles include (1) light weight programming models, (2) syndicated web services (for example RSS), (3) “remixing” and “hackability” of content and (4) device independence.
Obsanjo (2004) identifies five classes of social software:
Communication (IM, Email, SMS, etc.) 
Experience Sharing (Blogs, Photo albums, shared link libraries such as Del.icio.us)
Discovery of Old and New Contacts (Classmates.com, online personals such as Match.com, social networking sites such as Friendster, etc.) 
Relationship Management (Orkut, Friendster) 
Collaborative or Competitive Gaming (MMORPGs, online versions of traditional games such as Chess & Checkers, team-based or free-for-all First Person Shooters)
Web 2.0 is also enabling social activitists and citizen journalists to reach a global audience. Activists can distribute their information via text, photos and videos using a variety of channels including blogs, photosharing sites, YouTube and twitter. In this way late breaking news about social issues can be rapidly disseminated and support leveraged at very little cost. Citizen journalists can broadcast news long before the mainstream media and without the constraints.Examples of social activism sites include: 

http://www.change.org 

http://www.socialbrite.org 

http://www.getup.org.au
Bishop Tutu: 
ability to multi-task

desire for immediacy

peference for multi-modal learning 

the desire for networked activities 

desire for entertainment 

preference for experiential tasks

peer to peer communication

interested in “things that matter”       (Oblinger, 2008)

Business
Power of many; ''produsers'' (Bruns, 2008)
Education
Social Activism
Support Groups
"Crowdsourcing" is a term used by Howe (2006) to describe distributed problem solving and production
Daren Brabham, 2009)
'Millennial' Students
http://www.youtube.com/watch?v=iKRmP1wvsnA 
http://www.youtube.com/watch?v=HW7ZeXVKsnQ&feature=channel
http://healthinfoisland.blogspot.com/2008/02/grassroots-advocacy-in-second-life.html
Nick  Dupree:
Global Kids: 
Virtual Worlds and Social Action
There are many health and
disability related support groups
that have both a virtual world 
Web presence including:
Virtual Ability Inc. 
Gimp Girl
HealthInfo (Alliance Library)
Health Support Coalition
Virtual Helping Hands
References
Brabham, D. (2009). The crowdsourcing process in eight steps. Retrieved 11th August 2009 from http://upload.wikimedia.org/wikipedia/commons/a/ae/Crowdsourcing_process2.jpg

Bruns, A. (2008). Blogs, Wikipedia, Second Life, and Beyond: From production to produsage. New York: Peter Lang.

Howe, J. (2008). Crowdsourcing: Why the power of the crowd is driving the future of business. New York: Crown Publishing Group.

Oblinger, D. (2008). Growing up with Google - What it means to education. Emerging technologies for learning, 4(March 2008).

Obasanjo, D. (2004). Dare Obasanjo aka Carnage4Life—social software is the platform of the future. Retrieved 16 December 2008 from http://www.25hoursaday.com/weblog/PermaLink.aspx?guid=06ff2206-27a3-4d55-81d8-bbee37073d6d
 
Ondrejka, C. (2007). Collapsing geography Second Life, innovation, and the future of national power. Innovations, Summer, 27-54.

O'Reilly, T. (2005). O'Reilly—What is Web 2.0? Retrieved 31 August 2008 from http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html 

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