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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
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.
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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.*
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%.
Online tools like Moodle have increased collaboration, community and data accessibility in schools.
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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
2010 Socrato. All Rights Reserved.
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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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Wikis are a great collaboration tool and educators are using it to build student curriculums, unit development, log class activities and assignment explanations
2010 Socrato. All Rights Reserved.
24 HOURS
2010 Socrato. All Rights Reserved.
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 EDU
1 year old, 7 languages, 10 countries, 300 Universities, 65000+ videos
2010 Socrato. All Rights Reserved.
Source: TechCrunch.com 20
Source: Apple,com 21
Tools such as Webex, GotoMeeting and Sky pe have made video b communication via th ased e internet a synch.
ming Tools
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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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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.
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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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 (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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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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eting like cold calls and raditional outbound mark T sive and ineffective. direct mail are now expen
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Over half the human race is under 30. Theyve never known life without the internet.
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Schools, Universities and Education businesses trying to generate traffic need to care about the costs!
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Mindshare generated using blogs, social media and organic search is more relevant and less expensive!
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About Socrato
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1: PASSIONATE
2. CREATIVE
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3: DRIVEN
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4: TECHNOLOGY
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Online test prep and study Library of public and private tests
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
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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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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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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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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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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