This paper describes the new social networking site, Cloudworks, which aims to provide the dynamic environment for finding, sharing and discussing learning and teaching ideas and designs. The paper begins by discussing mismatch between potential application of technologies in education and their actual use in practice. It considers some of reasons for this and suggests ways in which this gap might be addressed. It goes on to outline vision behind development of Cloudworks, phases of development and findings to date. It then contextualises this work theoretically drawing in particular on notion of 'social objects' and the framework for sociality. The paper concludes with the discussion of implications of this work and future research plans.
Table of Content
INTRODUCTION4
NEW PATTERNS OF USER BEHAVIOUR - WEB 2.0 PHENOMENON7
UNIVERSITY LEARNING DESIGN INITIATIVE9
METHODOLOGY11
CLOUDWORKS PHASE ONE: DESIGN12
Design decision 1.1 cloud metaphor14
Design decision 1.2 initial content population of site15
Design decision 1.3 include social features16
Design decision 1.4 tagging within categories17
Design decision 1.5 low barriers to entry18
Design decision 1.6 no private content18
Design decision 1.7 user Profiles19
Design decision 1.8 Cloud types19
CLOUDWORKS PHASE TWO: DESIGN23
Design decision 2.1 amalgamate cloud types24
Design decision 2.2. increase social features25
Design decision 2.3 cloudscapes25
Design decision 2.4 following functionality27
Design decision 2.5 my Cloudstream29
CLOUDWORKS PHASE THREE: DESIGN29
Design decision 3.1 add RSS feeds29
Design decision 3.2 integrate streams from Web 2.0 sites30
Design decision 3.3 merges tag categories30
Design decision 3.4 make home page more visual31
CLOUDWORKS FUTURE DEVELOPMENT32
THEORETICAL PERSPECTIVES33
CONCLUSIONS35
REFERENCES37
The Design of Cloudworks
Introduction
New technologies offer the multitude of opportunities for creation of innovative, engaging and pedagogically effective learning opportunities, however use of technologies within education to date has been limited and has to the large extent replicated face-to-face practice in an online context (see Andrews, 2007 R. Andrews and Haythornthwaite, The Sage handbook of e-learning research. E-learning research handbook, Sage, London (2007).Andrews and Haythornthwaite (2007) and Conole and Oliver (2007) for recent edited collections on e-learning research, also Friesen (2009) and Swan (2003) on 'no significant difference' debate). There is little evidence of truly innovative approaches, which utilise unique affordances these technologies offer.
The problem is twofold. Firstly, majority of teachers are unaware of what these new technologies can do and lack skills needed to design learning activities that use these technologies effectively. They want illustrative examples of what technologies can do in different educational contexts, but do not know how to find these examples or even when they do find them they are unable to deconstruct examples and apply to their own context. Secondly, effective use of new technologies requires the radical rethink of core learning and teaching design process; the shift from design as an internalised, implicit and individually crafted process to one that is externalised, explicit and shareable with others. This requires the clearer articulation of design process, better representations to communicate it and the more critically reflective approach as to how effective resultant design is.
This mismatch (Conole, 2008) between potential application of technologies in an educational context and actual use in practice has the long history and is well documented in literature (see for ...