The+Short+Version

The central article to this discussion around retasking web 2.0 tools for educational purposes is: "Do Web 2.0 tools really open the door to learning? Practices, perceptions and profiles of 11–16-year-old students" by Rosemary Luckina*, Wilma Clarka, Rebecca Graberb, Kit Logana, Adrian Meea and Martin Olivera. It can be accessed by clicking on the link to the right.

Luckin, et al. (2009) researched the what, where, how, and why of web2.0 use by 11-16 year old students. Their research questions are:

1. What web2.0 tools do the students use? 2. Why were the learners using those tools? 3. How do learners use web2.0 tools differently between home and school? 4. How can we categorize the different types of users?

Focus groups (recording and transcripts) and guided surveys were the methods of data collection for this research.

Luckin, et al. (2009) identified a new digital divide between those who consume content and those who produce/publish it. They identified 4 categories of web2.0 users based on the ways that the sample groups use web2.0 tools:

1.**Researchers:** read, but do not criticize or analyze; need to be taught how to independently locate educational resources. 2.**Collaborators:** share photos, IM, and gaming, but little collaborative creating. 3.**Producers:** co-production on blogs and wikis, webpages 4.**Publishers:** co-publication on blogs and wikis, photo/video sharing sites

=Summary of Findings:= -Viewing and sharing photos -36% upload music -“a place to hang out” -primary purpose: to interact with one’s already existing social network. || Student perception: there’s no place for SNS at school 5% upload music || Can be used to extend learning to communities around the world. || -Filtering -Perception of how these should be used. -assessment restrictions || -Popularity of email influenced by parents restricting IM || Communicating with teacher and with other learners about missed homework or assignment questions. ||  || -misunderstandings are fairly common || -heavy wikipedia use || Wikipedia most commonly used for research || Evaluating sources of info || Filters, copy and pasting || -Broadening friendships -creating and sharing || None || Game based learning || Policy and filters || -Use discussion boards in relation to games and music || Listen to podcast of another learner || Metacognitive skills (troubleshooting) around gaming problems || Access to hardware and software ||
 * ~ **Web2.0Tool students reported using** ||~ **Use at home** ||~ **Use at school** ||~ **Door opened?** ||~ **Obstacle** ||
 * ~ **Social networking sites and artefact sharing** || -Watching videos
 * ~ **Email and IM** || -90% of learners use email
 * ~ **Wikis and blogs** || -Blogs to read (usually tied to social networking activities)
 * ~ **Online Multi-player games** || -most popular activity
 * ~ **Podcasts, forums/discussion boards** || -rarely access podcasts