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6 Internet Trends to Watch in Education

Socrato
Email: info@Socrato.com Twitter: @Socrato Phone: 1-978-633-7258

Prashant Kaw
Marketing Email: prashant.kaw@Socrato.com Twitter: @prashantkaw Phone: 1-978-633-7258

Copyright 2010 Socrato. All Rights Reserved.

Radical Growth Spurt

as Come of Age The Internet H

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Photo credit: ichaz

A Read-Write Web
Dr. Tim Berners-Lee inventor of the internet had a vision where users across the world could browse and annotate web pages collaboratively. As web media such as blogs, wikis and crowd sourced news aggregators like Digg and reddit become ubiquitous his vision is turning into a reality.

Dr. Berners-Lees vis ion becoming a reality


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Photo credit: silvio tanaka

New Media & Technology Drivers

Innovation + Commoditized Technology a driving force.


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Rapid Adoption in Ed Tech

ning is growing g, Online Lear e-Learnin


Photo credit: kamshots
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6 Key Internet Trends Emerging

1. Cloud comp 2. Social medi 3. Online vide

uting

4. Mobile devic es 5. Game-base d learning 6. Inbound Ma rketing


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1: Cloud Computing
Trend 1: Cloud Computing
Software on the computer is slowly being replaced by web applications that run on remote servers (the cloud), accessed by web browsers such as Firefox and Internet Explorer. From social apps such as Facebook and Twitter or productivity and learning apps like Google apps and online commerce sites like Amazon, Netflix and banking all computing is shifting into the cloud. It will be a $44 billion industry by 2013.*

The No Software movement is in sway


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Source: IDC Analyst Report 2010

Web Apps Empower Educators


Intermediate School 339 Bronx, NY

Grant money from the NYC Department of Education was used to purchase laptops and integrate Google apps into lesson plans. In 3 years they raised grade level math from 9% to 62%.

Technology is like oxygen.


- Principal Jason Levy

Improved Grade level Math Passing by 7x


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Source: Frontline: How Google Saved a School

Accessibility and Collaboration

Online tools like Moodle have increased collaboration, community and data accessibility in schools.
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Increased Reach Via the Web

MIT has 2000+ online courses and counting

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Cloud Computing: Takeaways


Increases the reach of your organization Improves accessibility for remote users and 24 hour access to vital information Lack of need of software installation reduces IT costs Easily scalable with the needs of your organization as most paid tools have subscription model Centralized data (as it is all online) makes gathering and analysis of aggregated information (class room and school level) a synch IT Managers still skittish of entrusting confidential information and corporate secrets to the cloud

The benefits outweigh the risks right now


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2: Social Media
Trend 2: Social Media
Social media is the online melting pot of the world wide web. Officially it is an umbrella term that defines the various activities that integrate technology, social interaction, and the construction of words, pictures video and audio. Today it is the best way to connect, converse and cohabitate with customers, colleagues and community online.

75% of global internet users who go online access social media and Blogs
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Photo credit: webtreats

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Listen, Learn & Share

Social Media is not about broadcasting your message.


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Photo credit: Brian Solis

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The Power of Visual Learning

4 BILLION IMAGES
Flickr is a popular photo sharing community that has been used in education in many ways from digital story telling to creating posters to documenting school events and building visual literacy.

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Twitter for Listening

27 Million Tweets Per Day


Teachers, tutors, educational institutions and even the US Department of Education have embraced the power of Twitter to demonstrate to the world what they care about and share useful resources. Twitter has proven to be an outlet for complaints by end users and is a great way to learn what students, parents and customers want.
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Use Ning to Connect

850,000 Social Networks


Educators are using social networks such as Ning to connect with other educators and share ideas and learnings with each other. Other social networking and collaborative tools such as Moodle, Elgg, Gaggle and ePals have been used with students for communication, storing files, submitting assignments electronically and motivating students.
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Viral Sharing on the Social Network

25 Billion Items Shared Per Month


While a lot of educators are skittish about using Facebook to connect with students some have used it to increase a sense of belonging, build bonds between classmates and motivate them for greater causes. Other uses of Facebook in education include sharing class notes, pictures and videos and course management using third party apps such a Courses.
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Collaborate using Wikis

Ah Bon French: Middle School Wiki


A site for French beginners for Middle School teachers to use in the classroom and for students to use at home for extra practice. There are notes, flashcards, videos, and several online exercises, stressing differentiated instruction. There is also a link to my other site that is the equivalent of 8th grade French and 1st semester French I, in high school.

Wikis are a great collaboration tool and educators are using it to build student curriculums, unit development, log class activities and assignment explanations
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Source: Educational Wikis 18

3: Video & Streaming


Trend 3: Video & Streaming
Today 7 in 10 adult internet users have watched or downloaded a video online. The increase in social networking, popularity of video sharing sites like YouTube and Vimeo in conjunction with the growth in broadband access is driving the surge in online video watching. Educational video viewership has grown from 22% to 38% since 2007, second only to comedy videos. With broadband access on mobile devices and the availability of live streaming tools such as Webex and Qwik this trend is likely to continue with huge benefits for education.

24 HOURS
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The amount of video uploaded to YouTube every minute in 2010. 2x Last year!
Source: Website Monitoring Blog Photo credit: Jonsson
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YouTube: 2 Billion Videos Viewed Per Day

YouTube EDU
1 year old, 7 languages, 10 countries, 300 Universities, 65000+ videos
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Source: TechCrunch.com 20

Using Video & Audio Pod casts

250,000 Free Lectures on iTunes University


A powerful distribution system for everything from lectures to language lessons is an innovative way to get educational content into the hands of students.
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Source: Apple,com 21

You Dont Need Fancy Equipment

Tools such as Webex, GotoMeeting and Sky pe have made video b communication via th ased e internet a synch.

Desktop Sharing & S trea

ming Tools

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Photo Credit: Jakob Montrasio 22

Video in Teaching & Tutoring

e Video Lessons 1600+ Fre and streaming to teach


ng video der, Salman Khan, is usi time. Khan Academy Foun the world a concept at a udents across ndreds of thousands of st hu

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Source: Chronicle of Higher Education 23

4: Mobile Applications & Devices

Trend 4: Mobile Apps & Devices


There are over 4 billion mobile subscribers in the world of which two thirds live in the developing world. There are literally tens of thousands of applications designed for computers that fit in the hand and support a wide range of tasks from social networking to office productivity. The rise of the touch interface on the mobile device is also making a huge impact on mobiles. There has been tremendous growth in the number and variety of educational apps available. However, even with the demonstrated power of mobile computing and mass acceptance of it as a platform their use in schools is still constricted by policy.

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Photo credit: Apple.com

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Impact on Test Preparation


A sixth grade teacher in Idaho uses iPods to enhance lessons with video clips, homework assignments, quizzes, videos, music, books on tape and more in English, math, social studies, and reading. According to Forrester Research the use of the iPod helped his students achieve some of the highest Idaho State Achievement Test scores in the state: 100 in reading, 95 in math and 95 in language arts.

It's not a matter of whether or not we should, but how best to leverage the innovation for learning.
- Patricia Deubel, the Journal
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Used to Raise Achievement in Math


Project K-Nect piloted a program during 2007-2008 in North Carolina to help raise the math achievement in algebra for at-risk 9th graders. The students were given smartphones with Internet access that enabled them to use Internet resources in and outside of the school to help learn to solve math problems and to collaborate with peers. Some of the findings touted the benefits to learning and developing social skills made possible because of the smartphones and to bridge the digital divide.

Cell phones complement the short-burst, casual, multitasking style of today's "Digital Native" learners.
- Mark Prensky, Innovative Journal of Online Education
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5: Game-based Learning
Trend 5: Game-based Learning
Game-based learning includes a wide array of games from simple paper and pencil puzzles (non-digital games) to solo digital games such as the Nintendo Wii to immersive worlds such as World of Warcraft or SecondLife which could be categorized as collaborative digital games. Now that digital games have been around for over 20 years creators have recognized the aspects of them that are appealing as well as engaging and educational content is being embedded into games designed for specific learning outcomes for the individual as well as for completing complex, collaborative goals.

ned learning outcomes Applications with defi


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Photo Credit: Garland Cannon 27

Making Use of Key Learning Skills

Drill and practices games like Reader Rabbit and MathBlaster have become commonplace in both classrooms and homes and make use of key learning skills as part of game play.

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Cooperative Learning

Whyville by Numedeon, Inc. applies research and cooperative learning to expose engaging educational and in particular scientific activities to students through games while promoting socially responsible behavior.
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Browser Based Tutorials

Certain tutorial based games such as The Potato Story teach kids a single topic in age-appropriate depth. Access to such games is easy as they are browser based.

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Alternate Reality Games

Alternate Reality Games (ARGs) have also become popular. The Tower of Babel was a successful European ARG that was used by schools and learners of all ages to learn new languages.
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Open Ended Collaborative Games

While SecondLife is a marquis example of everything wrong with massively multi-player online (MMO) games for education because of lack of controls, the approach to learning has been used successfully and will be a popular choice for learning open-ended collaboration and group problem solving skills.
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6: Inbound Marketing
Trend 6: Inbound Marketing
Inbound marketing is a marketing strategy that focuses on getting found by customers using blogs, search engines and social media. In traditional marketing (outbound marketing) companies focus on finding customers by using techniques that are poorly targeted and that interrupt people. Examples are cold-calling, print advertising, T.V. advertising, junk mail, spam and trade shows. The process of interrupting people and driving ones message into a crowd over and over like a sledge hammer via traditional marketing is expensive and not very effective and is slowly being replaced by inbound marketing that focuses on creating useful content that customers are looking for and helps generate demand.

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End Users Block Traditional Marketing

eting like cold calls and raditional outbound mark T sive and ineffective. direct mail are now expen
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The New Reality

To capture student mindshare educators must think like publishers!


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Why Educators Must Become Publishers

Over half the human race is under 30. Theyve never known life without the internet.

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Photo credit: Extra Ketchup

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Publish & Spread Your Content

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Generating Mindshare Is Costly

Schools, Universities and Education businesses trying to generate traffic need to care about the costs!
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Source: HubSpot: The State of Inbound Marketing 2010

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Inbound Marketing Is More Effective

Mindshare generated using blogs, social media and organic search is more relevant and less expensive!
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Source: HubSpot: The State of Inbound Marketing 2010

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About Socrato

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1: PASSIONATE

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Photo credit: Per Ola Wiberg ~ Powi 41

2. CREATIVE

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3: DRIVEN

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Photo credit: Answers.com

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4: TECHNOLOGY

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Tools for Educators and Students

Online test prep and study Library of public and private tests

Student and content management tools

Individual and aggregated group analytics Diagnostic, assessment and scoring reports Standardized admissions tests like SAT, ACT, etc. and state standardized tests like MCAS.
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www.Socrato.com/get-started

Socrato
Email: info@Socrato.com Twitter: @socrato Phone: 1-978-633-7258

Prashant Kaw
Marketing Email: prashant.kaw@Socrato.com Twitter: @prashantkaw Phone: 1-978-633-7258

Copyright 2010 Socrato. All Rights Reserved.

References & Resources


Cloud Computing & Technology
Ketsdever, N. (2009). Top Future Trends in Educational Technology & E-Learning. Retrieved July 11, 2010, from http://compassioninpolitics.wordpress.com/2009/06/05/top-future-trends-in-elearning-and-educational-technology/ Devaney, L. (2010). Survey Reveals Slow Progress in Education Technology. Retrieved July 12, 2010, from http://www.eschoolnews.com/2010/07/12/survey-reveals-slow-progress-in-educationtechnology/ Gualtieri, L. N. (2009). eLearn Magazine: Predictions for 2009. Retrieved July 11, 2010, from http://www.elearnmag.org/subpage.cfm?section=articles&article=72-1 The New Media Consortium. (2009). The 2009 Horizon Report. Retrieved July 16, 2010, from http://www.nmc.org/pdf/2009-Horizon-Report.pdf

Social Media
Reuben, R. (2008). The Use of Social Media in Higher Education for Marketing and Communications. Retrieved July 11, 2010, from http://doteduguru.com/wp-content/uploads/2008/08/social-media-in-higher-education.pdf Heras, K. (2010). Social Media Worldwide: Australia / Brazil Lead the Way. Retrieved July 19, 2010, from http://thenextweb.com/au/2010/06/22/social-media-usage-worldwide-australia-brazil-lead-the-way/

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References & Resources


Social Media (Continued)
Pew Internet (2010). Social Media and Young Adults. Retrieved July 18, 2010, from http://www.pewinternet.org/Reports/2010/Social-Media-and-Young-Adults/Introduction.aspx?r=1

Parr, B. (2010). Teens Just Dont Blog or Tweet [STATS]. Retrieved July 18, 2010, from http://mashable.com/2010/02/03/teens-dont-tweet-or-blog/

Jakes, D. (2008). Using Flickr in the Classroom. Retrieved July 17, 2010, from http://www.jakesonline.org/flickrinclassroom.pdf

Kagan, M. (2010). What the F**k Is Social Media Now. Retrieved July 17, 2010, from http://www.slideshare.net/mzkagan/what-the-fk-is-social-media-now-4747637

Staton, M. (2008). Driving Engagement and Belonging with Facebook. Retrieved July 19, 2010, from http://www.edumorphology.com/wp-content/uploads/2008/02/fb_classroom1.pdf

Educational Wikis. (2010). Examples of Educational Wikis Retrieved July 19, 2010, from http://educationalwikis.wikispaces.com/Examples+of+educational+wikis

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References & Resources


Video & Streaming
Purcell, K. (2010). The State of Online Video Report. Retrieved July 19, 2010, from http://www.pewinternet.org/Reports/2010/State-of-Online-Video.aspx

Kincaid, J. (2010). YouTube EDU Finishes Its Freshman Year Retrieved July 18, 2010 from http://techcrunch.com/2010/03/25/youtube-edu-stats/

Website-monitoring.com. (2010). YouTube Facts & Figures (history & statistics). Retrieved July 18, 2010, from http://www.website-monitoring.com/blog/2010/05/17/youtube-facts-and-figureshistory-statistics/

Young, J. R. (2010). A Self-Appointed Teacher Runs a One-Man 'Academy' on YouTube. Retrieved July 2, 2010, from http://chronicle.com/article/A-Self-Appointed-Teacher-Runs/65793/

Smith, A. (2010). Mobile Access 2010. Retrieved July 19, 2010, from http://www.pewinternet.org/Reports/2010/Mobile-Access-2010.aspx

http://www.khanacademy.org/

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References & Resources


Mobile Devices
Deubel, P. (2009). Mobile Devices: Facing Challenges and Opportunities for Learning. Retrieved July 18, 2010 from http://thejournal.com/articles/2009/03/19/mobile-devices-facing-challengesand-opportunities-for-learning.aspx

Prensky, M. (2008). What Can You Learn from a Cell Phone: Almost Anything! Retrieved on July 19, 2010, from http://www.innovateonline.info/pdf/vol1_issue5/What_Can_You_Learn_from_a_Cell_Phone__Almo st_Anything!.pdf

Burnes, A. (2008). Dr. Kawashima's Brain Age Recommended For School Children. Retrieved on July 17, 2010, from http://ve3d.ign.com/articles/news/41773/Dr-Kawashimas-Brain-AgeRecommended-For-School-Children

http://www.projectknect.org/

Gatornet.chapin.edu. iPods at Chapin: A Pilot Program for Class 8 and Class 9. Retrieved on July 17, 2010, from http://gatornet.chapin.edu/~techmsus/ipods/

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References & Resources


Game-based Learning
theeducationgrid.org. (2010.) About The Education Grid. Retrieved July 10, 2010 from http://theeducationgrid.org/About_The_Education_Grid.html

Young, J. R. (2010). After Frustrations in Second Life, Colleges Look to New Virtual Worlds. Retrieved July 10, 2010, from http://chronicle.com/article/After-Frustrations-in-Second/64137/

Rice, J. (2010). Beyond Second Life. Retrieved July 10, 2010, from http://edugamesresearch.com/blog/2010/03/27/beyond-second-life/

The New Media Consortium. (2010). 2010 Horizon Report: The K12 Edition (Web Version). Retrieved July 18, 2010, from http://wp.nmc.org/horizon-k12-2010/

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References & Resources


Inbound Marketing
Photo credit: Sparktography (2007). Chain link iPhone wallpaper. Retrieved July 9, 2010 from http://www.flickr.com/photos/sparktography/1404655459/ http://en.wikipedia.org/wiki/Inbound_marketing Parr, B. (2010). Teens Just Dont Tweet or Blog [STATS]. Retrieved July 18, 2010, from http://mashable.com/2010/02/03/teens-dont-tweet-or-blog/ HubSpot (2010). The State of Inbound Marketing 2010. Retrieved on July 19, 2010, from http://www.slideshare.net/HubSpot/the-state-of-inbound-marketing-2010

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