Sunday, December 31, 2023

Web 1.0

Web 1.0

Web 1.0 is a retronym referring to the first stage of the World Wide Web's evolution, from roughly 1989 to 2004. According to Graham Cormode and Balachander Krishnamurthy, "content creators were few in Web 1.0 with the vast majority of users simply acting as consumers of content".[14] Personal web pages were common, consisting mainly of static pages hosted on ISP-run web servers, or on free web hosting services such as Tripod and the now-defunct GeoCities.[15][16] With Web 2.0, it became common for average web users to have social-networking profiles (on sites such as Myspace and Facebook) and personal blogs (sites like Blogger, Tumblr and LiveJournal) through either a low-cost web hosting service or through a dedicated host. In general, content was generated dynamically, allowing readers to comment directly on pages in a way that was not common previously.[citation needed]

Some Web 2.0 capabilities were present in the days of Web 1.0, but were implemented differently. For example, a Web 1.0 site may have had a guestbook page for visitor comments, instead of a comment section at the end of each page (typical of Web 2.0). During Web 1.0, server performance and bandwidth had to be considered—lengthy comment threads on multiple pages could potentially slow down an entire site. Terry Flew, in his third edition of New Media, described the differences between Web 1.0 and Web 2.0 as a

"move from personal websites to blogs and blog site aggregation, from publishing to participation, from web content as the outcome of large up-front investment to an ongoing and interactive process, and from content management systems to links based on "tagging" website content using keywords (folksonomy)."

Flew believed these factors formed the trends that resulted in the onset of the Web 2.0 "craze".[17]

Characteristics

Some common design elements of a Web 1.0 site include:[18]

Web 2.0

The term "Web 2.0" was coined by Darcy DiNucci, an information architecture consultant, in her January 1999 article "Fragmented Future":[3][21]

"The Web we know now, which loads into a browser window in essentially static screenfuls, is only an embryo of the Web to come. The first glimmerings of Web 2.0 are beginning to appear, and we are just starting to see how that embryo might develop. The Web will be understood not as screenfuls of text and graphics but as a transport mechanism, the ether through which interactivity happens. It will [...] appear on your computer screen, [...] on your TV set [...] your car dashboard [...] your cell phone [...] hand-held game machines [...] maybe even your microwave oven."

Writing when Palm Inc. introduced its first web-capable personal digital assistant (supporting Web access with WAP), DiNucci saw the Web "fragmenting" into a future that extended beyond the browser/PC combination it was identified with. She focused on how the basic information structure and hyper-linking mechanism introduced by HTTP would be used by a variety of devices and platforms. As such, her "2.0" designation refers to the next version of the Web that does not directly relate to the term's current use.

The term Web 2.0 did not resurface until 2002.[22][23][24] Companies such as Amazon, Facebook, Twitter, and Google, made it easy to connect and engage in online transactions. Web 2.0 introduced new features, such as multimedia content and interactive web applications, which mainly consisted of two-dimensional screens.[25] Kinsley and Eric focus on the concepts currently associated with the term where, as Scott Dietzen puts it, "the Web becomes a universal, standards-based integration platform".[24] In 2004, the term began to popularize when O'Reilly Media and MediaLive hosted the first Web 2.0 conference. In their opening remarks, John Battelle and Tim O'Reilly outlined their definition of the "Web as Platform", where software applications are built upon the Web as opposed to upon the desktop. The unique aspect of this migration, they argued, is that "customers are building your business for you".[26] They argued that the activities of users generating content (in the form of ideas, text, videos, or pictures) could be "harnessed" to create value. O'Reilly and Battelle contrasted Web 2.0 with what they called "Web 1.0". They associated this term with the business models of Netscape and the Encyclopædia Britannica Online. For example,

"Netscape framed 'the web as platform' in terms of the old software paradigm: their flagship product was the web browser, a desktop application, and their strategy was to use their dominance in the browser market to establish a market for high-priced server products. Control over standards for displaying content and applications in the browser would, in theory, give Netscape the kind of market power enjoyed by Microsoft in the PC market. Much like the 'horseless carriage' framed the automobile as an extension of the familiar, Netscape promoted a 'webtop' to replace the desktop, and planned to populate that webtop with information updates and applets pushed to the webtop by information providers who would purchase Netscape servers.[27]"

In short, Netscape focused on creating software, releasing updates and bug fixes, and distributing it to the end users. O'Reilly contrasted this with Google, a company that did not, at the time, focus on producing end-user software, but instead on providing a service based on data, such as the links that Web page authors make between sites. Google exploits this user-generated content to offer Web searches based on reputation through its "PageRank" algorithm. Unlike software, which undergoes scheduled releases, such services are constantly updated, a process called "the perpetual beta". A similar difference can be seen between the Encyclopædia Britannica Online and Wikipedia – while the Britannica relies upon experts to write articles and release them periodically in publications, Wikipedia relies on trust in (sometimes anonymous) community members to constantly write and edit content. Wikipedia editors are not required to have educational credentials, such as degrees, in the subjects in which they are editing. Wikipedia is not based on subject-matter expertise, but rather on an adaptation of the open source software adage "given enough eyeballs, all bugs are shallow". This maxim is stating that if enough users are able to look at a software product's code (or a website), then these users will be able to fix any "bugs" or other problems. The Wikipedia volunteer editor community produces, edits, and updates articles constantly. Web 2.0 conferences have been held every year since 2004, attracting entrepreneurs, representatives from large companies, tech experts and technology reporters.

The popularity of Web 2.0 was acknowledged by 2006 TIME magazine Person of The Year (You).[28] That is, TIME selected the masses of users who were participating in content creation on social networks, blogs, wikis, and media sharing sites.

In the cover story, Lev Grossman explains:

"It's a story about community and collaboration on a scale never seen before. It's about the cosmic compendium of knowledge Wikipedia and the million-channel people's network YouTube and the online metropolis MySpace. It's about the many wresting power from the few and helping one another for nothing and how that will not only change the world but also change the way the world changes."

Characteristics

Instead of merely reading a Web 2.0 site, a user is invited to contribute to the site's content by commenting on published articles, or creating a user account or profile on the site, which may enable increased participation. By increasing emphasis on these already-extant capabilities, they encourage users to rely more on their browser for user interface, application software ("apps") and file storage facilities. This has been called "network as platform" computing.[5] Major features of Web 2.0 include social networking websites, self-publishing platforms (e.g., WordPress' easy-to-use blog and website creation tools), "tagging" (which enables users to label websites, videos or photos in some fashion), "like" buttons (which enable a user to indicate that they are pleased by online content), and social bookmarking.

Users can provide the data and exercise some control over what they share on a Web 2.0 site.[5][29] These sites may have an "architecture of participation" that encourages users to add value to the application as they use it.[4][5] Users can add value in many ways, such as uploading their own content on blogs, consumer-evaluation platforms (e.g. Amazon and eBay), news websites (e.g. responding in the comment section), social networking services, media-sharing websites (e.g. YouTube and Instagram) and collaborative-writing projects.[30] Some scholars argue that cloud computing is an example of Web 2.0 because it is simply an implication of computing on the Internet.[31]

Edit box interface through which anyone could edit a Wikipedia article

Web 2.0 offers almost all users the same freedom to contribute,[32] which can lead to effects that are varyingly perceived as productive by members of a given community or not, which can lead to emotional distress and disagreement. The impossibility of excluding group members who do not contribute to the provision of goods (i.e., to the creation of a user-generated website) from sharing the benefits (of using the website) gives rise to the possibility that serious members will prefer to withhold their contribution of effort and "free ride" on the contributions of others.[33] This requires what is sometimes called radical trust by the management of the Web site.

Encyclopaedia Britannica calls Wikipedia "the epitome of the so-called Web 2.0" and describes what many view as the ideal of a Web 2.0 platform as "an egalitarian environment where the web of social software enmeshes users in both their real and virtual-reality workplaces."[34]

According to Best,[35] the characteristics of Web 2.0 are rich user experience, user participation, dynamic content, metadata, Web standards, and scalability. Further characteristics, such as openness, freedom,[36] and collective intelligence[37] by way of user participation, can also be viewed as essential attributes of Web 2.0. Some websites require users to contribute user-generated content to have access to the website, to discourage "free riding".

A list of ways that people can volunteer to improve Mass Effect Wiki on Wikia, an example of content generated by users working collaboratively

The key features of Web 2.0 include:[citation needed]

  1. Folksonomy – free classification of information; allows users to collectively classify and find information (e.g. "tagging" of websites, images, videos or links)
  2. Rich user experience – dynamic content that is responsive to user input (e.g., a user can "click" on an image to enlarge it or find out more information)
  3. User participation – information flows two ways between the site owner and site users by means of evaluation, review, and online commenting. Site users also typically create user-generated content for others to see (e.g., Wikipedia, an online encyclopedia that anyone can write articles for or edit)
  4. Software as a service (SaaS) – Web 2.0 sites developed APIs to allow automated usage, such as by a Web "app" (software application) or a mashup
  5. Mass participation – near-universal web access leads to differentiation of concerns, from the traditional Internet user base (who tended to be hackers and computer hobbyists) to a wider variety of users, drastically changing the audience of internet users.

Technologies

The client-side (Web browser) technologies used in Web 2.0 development include Ajax and JavaScript frameworks. Ajax programming uses JavaScript and the Document Object Model (DOM) to update selected regions of the page area without undergoing a full page reload. To allow users to continue interacting with the page, communications such as data requests going to the server are separated from data coming back to the page (asynchronously).

Otherwise, the user would have to routinely wait for the data to come back before they can do anything else on that page, just as a user has to wait for a page to complete the reload. This also increases the overall performance of the site, as the sending of requests can complete quicker independent of blocking and queueing required to send data back to the client. The data fetched by an Ajax request is typically formatted in XML or JSON (JavaScript Object Notation) format, two widely used structured data formats. Since both of these formats are natively understood by JavaScript, a programmer can easily use them to transmit structured data in their Web application.

When this data is received via Ajax, the JavaScript program then uses the Document Object Model to dynamically update the Web page based on the new data, allowing for rapid and interactive user experience. In short, using these techniques, web designers can make their pages function like desktop applications. For example, Google Docs uses this technique to create a Web-based word processor.

As a widely available plug-in independent of W3C standards (the World Wide Web Consortium is the governing body of Web standards and protocols), Adobe Flash was capable of doing many things that were not possible pre-HTML5. Of Flash's many capabilities, the most commonly used was its ability to integrate streaming multimedia into HTML pages. With the introduction of HTML5 in 2010 and the growing concerns with Flash's security, the role of Flash became obsolete, with browser support ending on December 31, 2020.

In addition to Flash and Ajax, JavaScript/Ajax frameworks have recently become a very popular means of creating Web 2.0 sites. At their core, these frameworks use the same technology as JavaScript, Ajax, and the DOM. However, frameworks smooth over inconsistencies between Web browsers and extend the functionality available to developers. Many of them also come with customizable, prefabricated 'widgets' that accomplish such common tasks as picking a date from a calendar, displaying a data chart, or making a tabbed panel.

On the server-side, Web 2.0 uses many of the same technologies as Web 1.0. Languages such as Perl, PHP, Python, Ruby, as well as Enterprise Java (J2EE) and Microsoft.NET Framework, are used by developers to output data dynamically using information from files and databases. This allows websites and web services to share machine readable formats such as XML (Atom, RSS, etc.) and JSON. When data is available in one of these formats, another website can use it to integrate a portion of that site's functionality.

Concepts

Web 2.0 can be described in three parts:

  • Rich web application — defines the experience brought from desktop to browser, whether it is "rich" from a graphical point of view or a usability/interactivity or features point of view.[contradictory]
  • Web-oriented architecture (WOA) — defines how Web 2.0 applications expose their functionality so that other applications can leverage and integrate the functionality providing a set of much richer applications. Examples are feeds, RSS feeds, web services, mashups.
  • Social Web — defines how Web 2.0 websites tend to interact much more with the end user and make the end user an integral part of the website, either by adding his or her profile, adding comments on content, uploading new content, or adding user-generated content (e.g., personal digital photos).

As such, Web 2.0 draws together the capabilities of client- and server-side software, content syndication and the use of network protocols. Standards-oriented Web browsers may use plug-ins and software extensions to handle the content and user interactions. Web 2.0 sites provide users with information storage, creation, and dissemination capabilities that were not possible in the environment known as "Web 1.0".

Web 2.0 sites include the following features and techniques, referred to as the acronym SLATES by Andrew McAfee:[38]

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New media

New media are communication technologies that enable or enhance interaction between users as well as interaction between users and content.[1] In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education.[2] The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms.[3]

The phrase "new media" refers to computational media that share material online and through computers.[4] New media inspire new ways of thinking about older media. Media do not replace one another in a clear, linear succession, instead evolving in a more complicated network of interconnected feedback loops .[5] What is different about new media is how they specifically refashion traditional media and how older media refashion themselves to meet the challenges of new media.[6]

Unless they contain technologies that enable digital generative or interactive processes, broadcast television programs, feature films, magazines, and books are not considered to be new media.[4]

History

In the 1950s, connections between computing and radical art began to grow stronger. It was not until the 1980s that Alan Kay and his co-workers at Xerox PARC began to give the computability of a personal computer to the individual, rather than have a big organization be in charge of this. In the late 1980s and early 1990s, however, we seem to witness a different kind of parallel relationship between social changes and computer design. Although causally unrelated, conceptually, it makes sense that the Cold War and the design of the Web took place at exactly the same time.[4]

Writers and philosophers such as Marshall McLuhan were instrumental in the development of media theory during this period which is now famous declaration in Understanding Media: The Extensions of Man, that "the medium is the message" drew attention to the too often ignored influence media and technology themselves, rather than their "content," have on humans' experience of the world and on society broadly.

Until the 1980s, media relied primarily upon print and analog broadcast models such as television and radio. The last twenty-five years have seen the rapid transformation into media which are predicated upon the use of digital technologies such as the Internet and video games. However, these examples are only a small representation of new media. The use of digital computers has transformed the remaining 'old' media, as suggested by the advent of digital television and online publications. Even traditional media forms such as the printing press have been transformed through the application of technologies by using of image manipulation software like Adobe Photoshop and desktop publishing tools.

Andrew L. Shapiro argues that the "emergence of new, digital technologies signals a potentially radical shift of who is in control of information, experience and resources".[7] W. Russell Neuman suggests that whilst the "new media" have technical capabilities to pull in one direction, economic and social forces pull back in the opposite direction. According to Neuman, "We are witnessing the evolution of a universal interconnected network of audio, video, and electronic text communications that will blur the distinction between interpersonal and mass communication; and between public and private communication".[8] Neuman argues that new media will:

  • Alter the meaning of geographic distance.
  • Allow for a huge increase in the volume of communication.
  • Provide the possibility of increasing the speed of communication.
  • Provide opportunities for interactive communication.
  • Allow forms of communication that were previously separate to overlap and interconnect.

Consequently, it has been the contention of scholars such as Douglas Kellner and James Bohman that new media and particularly the Internet will provide the potential for a democratic postmodern public sphere, in which citizens can participate in well informed, non-hierarchical debate pertaining to their social structures. Contradicting these positive appraisals of the potential social impacts of new media are scholars such as Edward S. Herman and Robert McChesney who have suggested that the transition to new media has seen a handful of powerful transnational telecommunications corporations who achieve a level of global influence which was hitherto unimaginable.

Scholars have highlighted both the positive and negative potential and actual implications of new media technologies, suggesting that some of the early work into new media studies was guilty of technological determinism – whereby the effects of media were determined by the technology themselves, rather than through tracing the complex social networks which governed the development, funding, implementation and future development of any technology.

Based on the argument that people have a limited amount of time to spend on the consumption of different media, displacement theory argue that the viewership or readership of one particular outlet leads to the reduction in the amount of time spent by the individual on another. The introduction of new media, such as the internet, therefore reduces the amount of time individuals would spend on existing "old" media, which could ultimately lead to the end of such traditional media.[9]

Definition

Although, there are several ways that new media may be described, Lev Manovich, in an introduction to The New Media Reader, defines new media by using eight propositions:[4]

  1. New media versus cyberculture – Cyberculture is the various social phenomena that are associated with the Internet and network communications (blogs, online multi-player gaming), whereas new media is concerned more with cultural objects and paradigms (digital to analog television, smartphones).
  2. New media as computer technology used as a distribution platform – New media are the cultural objects which use digital computer technology for distribution and exhibition. e.g. (at least for now) Internet, Web sites, computer multimedia, Blu-ray disks etc. The problem with this is that the definition must be revised every few years. The term "new media" will not be "new" anymore, as most forms of culture will be distributed through computers.
  3. New media as digital data controlled by software – The language of new media is based on the assumption that, in fact, all cultural objects that rely on digital representation and computer-based delivery do share a number of common qualities. New media is reduced to digital data that can be manipulated by software as any other data. Now media operations can create several versions of the same object. An example is an image stored as matrix data which can be manipulated and altered according to the additional algorithms implemented, such as color inversion, gray-scaling, sharpening, rasterizing, etc.
  4. New media as the mix between existing cultural conventions and the conventions of software – New media today can be understood as the mix between older cultural conventions for data representation, access, and manipulation and newer conventions of data representation, access, and manipulation. The "old" data are representations of visual reality and human experience, and the "new" data is numerical data. The computer is kept out of the key "creative" decisions, and is delegated to the position of a technician. e.g. In film, software is used in some areas of production, in others are created using computer animation.
  5. New media as the aesthetics that accompanies the early stage of every new modern media and communication technology – While ideological tropes indeed seem to be reappearing rather regularly, many aesthetic strategies may reappear two or three times ... In order for this approach to be truly useful it would be insufficient to simply name the strategies and tropes and to record the moments of their appearance; instead, we would have to develop a much more comprehensive analysis which would correlate the history of technology with social, political, and economical histories or the modern period.
  6. New media as faster execution of algorithms previously executed manually or through other technologies – Computers are a huge speed-up of what were previously manual techniques. e.g. calculators. Dramatically speeding up the execution makes possible previously non-existent representational technique. This also makes possible of many new forms of media art such as interactive multimedia and video games. On one level, a modern digital computer is just a faster calculator, we should not ignore its other identity: that of a cybernetic control device.
  7. New media as the encoding of modernist avant-garde; new media as metamedia – Manovich declares that the 1920s are more relevant to new media than any other time period. Metamedia coincides with postmodernism in that they both rework old work rather than create new work. New media avant-garde is about new ways of accessing and manipulating information (e.g. hypermedia, databases, search engines, etc.). Meta-media is an example of how quantity can change into quality as in new media technology and manipulation techniques can recode modernist aesthetics into a very different postmodern aesthetics.
  8. New media as parallel articulation of similar ideas in post–World War II art and modern computing – Post-WWII art or "combinatorics" involves creating images by systematically changing a single parameter. This leads to the creation of remarkably similar images and spatial structures. This illustrates that algorithms, this essential part of new media, do not depend on technology, but can be executed by humans.

Globalization

The rise of new media has increased communication between people all over the world and the Internet. It has allowed people to express themselves through blogs, websites, videos, pictures, and other user-generated media.

Terry Flew stated that as new technologies develop, the world becomes more globalized. Globalization is more than the development of activities throughout the world, globalization allows the world to be connected no matter the distance from user to user[10] and Frances Cairncross expresses this great development as the "death of distance".[11] New media has established the importance of making friendships through digital social places more prominent than in physical places.[12] Globalization is generally stated as "more than expansion of activities beyond the boundaries of particular nation states".[13] New media "radically break the connection between physical place and social place, making physical location much less significant for our social relationships".[12]

However, the changes in the new media environment create a series of tensions in the concept of "public sphere".[14] According to Ingrid Volkmer, "public sphere" is defined as a process through which public communication becomes restructured and partly disembedded from national political and cultural institutions.[15] This trend of the globalized public sphere is not only as a geographical expansion form a nation to worldwide, but also changes the relationship between the public, the media and state.[15]

"Virtual communities" are being established online and transcend geographical boundaries, eliminating social restrictions.[16] Howard Rheingold describes these globalized societies as self-defined networks, which resemble what we do in real life. "People in virtual communities use words on screens to exchange pleasantries and argue, engage in intellectual discourse, conduct commerce, make plans, brainstorm, gossip, feud, fall in love, create a little high art and a lot of idle talk".[17] For Sherry Turkle "making the computer into a second self, finding a soul in the machine, can substitute for human relationships".[18] New media has the ability to connect like-minded others worldwide.

While this perspective suggests that the technology drives – and therefore is a determining factor – in the process of globalization, arguments involving technological determinism are generally frowned upon by mainstream media studies.[19][20][21] Instead academics focus on the multiplicity of processes by which technology is funded, researched and produced, forming a feedback loop when the technologies are used and often transformed by their users, which then feeds into the process of guiding their future development.

While commentators such as Manuel Castells[22] espouse a "soft determinism"[21] whereby they contend that "Technology does not determine society. Nor does society script the course of technological change, since many factors, including individual inventiveness and entrepreneurialism, intervene in the process of scientific discovery, technical innovation and social applications, so the final outcome depends on a complex pattern of interaction. Indeed the dilemma of technological determinism is probably a false problem, since technology is society and society cannot be understood without its technological tools".[22] This, however, is still distinct from stating that societal changes are instigated by technological development, which recalls the theses of Marshall McLuhan.[23][24]

Manovich[25] and Castells[22] have argued that whereas mass media "corresponded to the logic of industrial mass society, which values conformity over individuality,"[26] new media follows the logic of the postindustrial or globalized society whereby "every citizen can construct her own custom lifestyle and select her ideology from a large number of choices. Rather than pushing the same objects to a mass audience, marketing now tries to target each individual separately".[26]

The evolution of virtual communities highlighted many aspects of the real world. Tom Boellstorff's studies of Second Life discuss a term known as "griefing." In Second Life griefing means to consciously upset another user during their experience of the game.[27] Other users also posed situations of their avatar being raped and sexually harassed. In the real world, these same types of actions are carried out. Virtual communities are a clear demonstration of new media through means of new technological developments.

Anthropologist Daniel Miller and sociologist Don Slater discussed online Trinidad culture on online networks through the use of ethnographic studies. The study argues that internet culture does exist and this version of new media cannot eliminate people's relations to their geographic area or national identity. The focus on Trini culture specifically demonstrated the importance of what Trini values and beliefs existed within the page while also representing their identities on the web.[28]

As tool for social change

Social movement media has a rich and storied history (see Agitprop) that has changed at a rapid rate since new media became widely used.[29] The Zapatista Army of National Liberation of Chiapas, Mexico were the first major movement to make widely recognized and effective use of new media for communiques and organizing in 1994.[29] Since then, new media has been used extensively by social movements to educate, organize, share cultural products of movements, communicate, coalition build, and more. The WTO Ministerial Conference of 1999 protest activity was another landmark in the use of new media as a tool for social change. The WTO protests used media to organize the original action, communicate with and educate participants, and was used as an alternative media source.[30] The Indymedia movement also developed out of this action, and has been a great tool in the democratization of information, which is another widely discussed aspect of new media movement.[31] Some scholars even view this democratization as an indication of the creation of a "radical, socio-technical paradigm to challenge the dominant, neoliberal and technologically determinist model of information and communication technologies."[32] A less radical view along these same lines is that people are taking advantage of the Internet to produce a grassroots globalization, one that is anti-neoliberal and centered on people rather than the flow of capital.[33] Chanelle Adams, a feminist blogger for the Bi-Weekly webpaper The Media says that in her "commitment to anti-oppressive feminist work, it seems obligatory for her to stay in the know just to remain relevant to the struggle." In order for Adams and other feminists who work towards spreading their messages to the public, new media becomes crucial towards completing this task, allowing people to access a movement's information instantaneously.

Some are also skeptical of the role of new media in social movements. Many scholars point out unequal access to new media as a hindrance to broad-based movements, sometimes even oppressing some within a movement.[34] Others are skeptical about how democratic or useful it really is for social movements, even for those with access.[35]

New media has also found a use with less radical social movements such as the Free Hugs Campaign. Using websites, blogs, and online videos to demonstrate the effectiveness of the movement itself. Along with this example the use of high volume blogs has allowed numerous views and practices to be more widespread and gain more public attention. Another example is the ongoing Free Tibet Campaign, which has been seen on numerous websites as well as having a slight tie-in with the band Gorillaz in their Gorillaz Bitez clip featuring the lead singer 2D sitting with protesters at a Free Tibet protest. Another social change seen coming from New Media is trends in fashion and the emergence of subcultures such as textspeak, Cyberpunk, and various others.

Following trends in fashion and textspeak, New Media also makes way for "trendy" social change. The Ice Bucket Challenge is a recent example of this. All in the name of raising money for ALS (the lethal neurodegenerative disorder also known as Lou Gehrig's disease), participants are nominated by friends via social media such as Facebook and Twitter to dump a bucket of ice water on themselves, or donate to the ALS Foundation. This became a huge trend through Facebook's tagging tool, allowing nominees to be tagged in the post. The videos appeared on more people's feeds, and the trend spread fast. This trend raised over 100 million dollars for the cause and increased donations by 3,500 percent.

A meme, often seen on the internet, is an idea that has been replicated and passed along. Ryan Milner compared this concept to a possible tool for social change. The combination of pictures and texts represent pop polyvocality ("the people's version"). A meme can make more serious conversations less tense while still displaying the situation at sake.[36]

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Saturday, December 30, 2023

Educational technology

Educational technology

The modern use of electronic educational technology (also called e-learning) facilitates distance learning and independent learning through the extensive use of information and communications technology (ICT),[89] replacing traditional content delivery with postal correspondence. Instruction can be synchronous and asynchronous online communication in an interactive learning environment or virtual communities, in lieu of a physical classroom. "The focus is shifted to the education transaction in the form of a virtual community of learners sustainable across time."[114]

One of the most significant issues encountered in the mainstream correspondence model of distance education is transactional distance, which results from the lack of appropriate communication between learner and teacher. This gap has been observed to become wider if there is no communication between the learner and teacher and has direct implications for the learning process and future endeavors in distance education. Distance education providers began to introduce various strategies, techniques, and procedures to increase the amount of interaction between learners and teachers. These measures e.g. more frequent face-to-face tutorials, and increased use of information and communication technologies including teleconferencing and the Internet, were designed to close the gap in transactional distance.[115]

Teaching and Learning aspect

The distance education offers an opportunity to people to achieve or enhance their education qualification while doing Job or being at home. Most of the learners who joins to the fold of distance find distance education attractive, for it allows them to have their own way. The teaching  instruction is not time-bound, place-bound, nor person-bound. They can take their own time to complete courses and chose their own places to work through the courses.

Since as the term "Distance" clearly specifies that the connectivity is artificial and broken. The teacher and learner separated apart geographically hence the technology mediated connection is very much needed in distance education. In this system a distant teacher plays a significant role with a situation in which the entire teaching process and the teaching materials split into many components, each of which is performed and managed by different persons and tools, which constitute the system. The teaching acts and the learning acts too, along with the responsibilities of the teacher and those of the learner have changed.

The pedagogy aspect of distance education is fulfilled and achieved by combining various facilities offered by technology, particularly telecommunications having the potential to make distance learners autonomous and at the same time free to participate in group learning. The Print media, Audio-visual recordings, multimedia, web-conferencing etc is the back bone of this system and has connected the student and teacher upto a large extent and are contributing to achieve the distant teaching- learning process.[116]

Credentials

Online credentials for learning are digital credentials that are offered in place of traditional paper credentials for a skill or educational achievement. Directly linked to the accelerated development of internet communication technologies, the development of digital badgeselectronic passports and massive open online courses (MOOCs) have a very direct bearing on our understanding of learning, recognition and levels as they pose a direct challenge to the status quo. It is useful to distinguish between three forms of online credentials: Test-based credentials, online badges, and online certificates.[117]

See also

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Radio and television

Radio and television

External audio
audio icon Air college talk., 2:45, 2 December 1931, WNYC[56]

The rapid spread of film in the 1920s and radio in the 1930s led to proposals to use it for distance education.[57] By 1938, at least 200 city school systems, 25 state boards of education, and many colleges and universities broadcast educational programs for public schools.[58] One line of thought was to use radio as a master teacher.

Experts in given fields broadcast lessons for pupils within the many schoolrooms of the public school system, asking questions, suggesting readings, making assignments, and conducting tests. This mechanizes education and leaves the local teacher only the tasks of preparing for the broadcast and keeping order in the classroom.[59]

The first large-scale implementation of radio for distance education took place in 1937 in Chicago. During a three-week school closure implemented in response to a polio outbreak that the city was experiencing, superintendent of Chicago Public Schools William Johnson and assistant superintendent Minnie Fallon implemented a programs of distance learning that provided the city's elementary school students with instruction through radio broadcasts.[60][61][62]

A typical setup came in Kentucky in 1948 when John Wilkinson Taylor, president of the University of Louisville, teamed up with NBC to use radio as a medium for distance education. The chairman of the Federal Communications Commission endorsed the project and predicted that the "college-by-radio" would put "American education 25 years ahead". The university was owned by the city, and local residents would pay the low tuition rates, receive their study materials in the mail, and listen by radio to live classroom discussions that were held on campus.[63] Physicist Daniel Q. Posin also was a pioneer in the field of distance education when he hosted a televised course through DePaul University.[64]

Charles Wedemeyer of the University of Wisconsin–Madison also promoted new methods. From 1964 to 1968, the Carnegie Foundation funded Wedemeyer's Articulated Instructional Media Project (AIM) which brought in a variety of communications technologies aimed at providing learning to an off-campus population. The radio courses faded away in the 1950s.[65] Many efforts to use television along the same lines proved unsuccessful, despite heavy funding by the Ford Foundation.[66][67][68]

From 1970 to 1972 the Coordinating Commission for Higher Education in California funded Project Outreach to study the potential of tele-courses. The study included the University of California, California State University, and community colleges. This study led to coordinated instructional systems legislation allowing the use of public funds for non-classroom instruction and paved the way for the emergence of tele-courses as the precursor to the online courses and programs of today. The Coastline Community Colleges, The Dallas County Community College District, and Miami Dade Community College led the way. The Adult Learning Service of the US Public Broadcasting Service came into being and the "wrapped" series, and individually produced tele-course for credit became a significant part of the history of distance education and online learning.

Internet

Main article: Virtual education

The widespread use of computers and the Internet has made distance learning easier and faster, and today virtual schools and virtual universities deliver full curricula online.[69] The capacity of the Internet to support voice, video, text, and immersion teaching methods made earlier distinct forms of telephone, videoconferencing, radio, television, and text-based education somewhat redundant. However, many of the techniques developed and lessons learned with earlier media are used in Internet delivery.

The first online courses for graduate and undergraduate credit were offered in 1985 by Connected Education through The New School in New York City, with students earning the MA in Media Studies completely online via computer conferencing, with no in-person requirements.[70][71][72] This was followed in 1986 by the University of Toronto[73] through the Graduate School of Education (then called OISE: the Ontario Institute for Studies in Education), offering a course in "Women and Computers in Education", dealing with gender issues and educational computing. The first new and fully online university was founded in 1994 as the Open University of Catalonia, headquartered in Barcelona, Spain. In 1999 Jones International University was launched as the first fully online university accredited by a regional accrediting association in the US.[74]

Between 2000 and 2008, enrollment in distance education courses increased rapidly almost every country in both developed and developing countries.[75] Many private, public, non-profit, and for-profit institutions worldwide now offer distance education courses from the most basic instruction through to the highest levels of degree and doctoral programs. New York University and International University Canada, for example, offer online degrees in engineering and management-related fields through NYU Tandon Online. Levels of accreditation vary: widely respected universities such as Stanford University and Harvard now deliver online courses—but other online schools receive little outside oversight, and some are fraudulent, i.e., diploma mills. In the US, the Distance Education Accrediting Commission (DEAC) specializes in the accreditation of distance education institutions.[76]

In the United States in 2011, it was found that a third of all the students enrolled in postsecondary education had taken an accredited online course in a postsecondary institution.[77] Growth continued. In 2013 the majority of public and private colleges offered full academic programs online.[77] Programs included training in the mental health,[78] occupational therapy,[79][80] family therapy,[81] art therapy,[82] physical therapy,[80] and rehabilitation counseling[83] fields.

By 2008, online learning programs were available in the United States in 44 states at the K-12 level.[84]

Internet forums, online discussion groups, and online learning community can contribute to a distance education experience. Research shows that socialization plays an important role in some forms of distance education.[85]

E-Courses are available from educational platforms such as Khan Academy and MasterClass on many topics and for students of all levels.

Paced and self-paced models

Most distance education uses a paced format similar to traditional campus-based models in which learners commence and complete a course at the same time. Some institutions offer self-paced programs that allow for continuous enrollment, and the length of time to complete the course is set by the learner's time, skill, and commitment levels. Self-paced courses are almost always offered asynchronously. Each delivery method offers advantages and disadvantages for students, teachers, and institutions.

Kaplan and Haenlein classify distance education into four groups according to "Time dependency" and "Number of participants":

  1. MOOCs (Massive Open Online Courses): Open-access online course (i.e., without specific participation restrictions) that allows for unlimited (massive) participation;
  2. SPOCs (Small Private Online Courses): Online course that only offers a limited number of places and therefore requires some form of formal enrollment;
  3. SMOCs (Synchronous Massive Online Courses): Open-access online course that allows for unlimited participation but requires students to be "present" at the same time (synchronously);
  4. SSOCs (Synchronous Private Online Courses): Online course that only offers a limited number of places and requires students to be "present" at the same time (synchronously).[1]

Paced models are a familiar mode since they are used almost exclusively in campus-based schools. Institutes that offer both distance and campus programs usually use paced models so that teacher workload, student semester planning, tuition deadlines, exam schedules, and other administrative details can be synchronized with campus delivery. Student familiarity and the pressure of deadlines encourage students to readily adapt to and usually succeed in paced models. However, student freedom is sacrificed as a common pace is often too fast for some students and too slow for others. In additional life events, professional or family responsibilities can interfere with a student's capability to complete tasks to an external schedule. Finally, paced models allow students to readily form communities of inquiry[86] and to engage in collaborative work.

Self-paced courses maximize student freedom, as not only can students commence studies on any date, but they can complete a course in as little time as a few weeks or up to a year or longer. Students often enroll in self-paced study when they are under pressure to complete programs, have not been able to complete a scheduled course, need additional courses, or have pressure which precludes regular study for any length of time. The self-paced nature of the programming, though, is an unfamiliar model for many students and can lead to excessive procrastination, resulting in course incompletion. Assessment of learning can also be challenging as exams can be written on any day, making it possible for students to share examination questions with resulting loss of academic integrity. Finally, it is extremely challenging to organize collaborative work activities, though some schools[4] are developing cooperative models based upon networked and connectivist pedagogies[87] for use in self-paced programs.

Benefits

Distance learning can expand access to education and training for both general populace and businesses since its flexible scheduling structure lessens the effects of the many time-constraints imposed by personal responsibilities and commitments.[88][89] Devolving some activities off-site alleviates institutional capacity constraints arising from the traditional demand on institutional buildings and infrastructure.[88] As a result, more classes can be offered and enable students to enroll in more of their required classes on time and prevent delayed graduation.[90] Furthermore, there is the potential for increased access to more experts in the field and to other students from diverse geographical, social, cultural, economic, and experiential backgrounds.[81][89] As the population at large becomes more involved in lifelong learning beyond the normal schooling age, institutions can benefit financially, and adult learning business courses may be particularly lucrative.[88][89] Distance education programs can act as a catalyst for institutional innovation[88] and are at least as effective as face-to-face learning programs,[78][79][91] especially if the instructor is knowledgeable and skilled.[82][89]

Distance education can also provide a broader method of communication within the realm of education.[89] With the many tools and programs that technological advancements have to offer, communication appears to increase in distance education amongst students and their professors, as well as students and their classmates. The distance educational increase in communication, particularly communication amongst students and their classmates, is an improvement that has been made to provide distance education students with as many of the opportunities as possible as they would receive in in-person education. The improvement being made in distance education is growing in tandem with the constant technological advancements. Present-day online communication allows students to associate with accredited schools and programs throughout the world that are out of reach for in-person learning. By having the opportunity to be involved in global institutions via distance education, a diverse array of thought is presented to students through communication with their classmates. This is beneficial because students have the opportunity to "combine new opinions with their own, and develop a solid foundation for learning".[92] It has been shown through research that "as learners become aware of the variations in interpretation and construction of meaning among a range of people [they] construct an individual meaning", which can help students become knowledgeable of a wide array of viewpoints in education.[92] To increase the likelihood that students will build effective ties with one another during the course, instructors should use similar assignments for students across different locations to overcome the influence of co-location on relationship building.[93]

The high cost of education affects students in higher education, and distance education may be an alternative in order to provide some relief.[91][89] Distance education has been a more cost-effective form of learning, and can sometimes save students a significant amount of money as opposed to traditional education.[89] Distance education may be able to help to save students a considerable amount financially by removing the cost of transportation.[94] In addition, distance education may be able to save students from the economic burden of high-priced course textbooks. Many textbooks are now available as electronic textbooks, known as e-textbooks, which can offer digital textbooks for a reduced price in comparison to traditional textbooks. Also, the increasing improvements in technology have resulted in many school libraries having a partnership with digital publishers that offer course materials for free, which can help students significantly with educational costs.[94]

Within the class, students are able to learn in ways that traditional classrooms would not be able to provide. It is able to promote good learning experiences and therefore, allow students to obtain higher satisfaction with their online learning.[95] For example, students can review their lessons more than once according to their needs. Students can then manipulate the coursework to fit their learning by focusing more on their weaker topics while breezing through concepts that they already have or can easily grasp.[95] When course design and the learning environment are at their optimal conditions, distance education can lead students to higher satisfaction with their learning experiences.[91] Studies have shown that high satisfaction correlates to increased learning. For those in a healthcare or mental health distance learning program, online-based interactions have the potential to foster deeper reflections and discussions of client issues[80] as well as a quicker response to client issues, since supervision happens on a regular basis and is not limited to a weekly supervision meeting.[83][89] This also may contribute to the students feeling a greater sense of support, since they have ongoing and regular access to their instructors and other students.[80][83]

Distance learning may enable students who are unable to attend a traditional school setting, due to disability or illness such as decreased mobility and immune system suppression, to get a good education.[96] Children who are sick or are unable to attend classes are able to attend them in "person" through the use of robot proxies. This helps the students have experiences in the classroom and social interaction that they are unable to receive at home or the hospital, while still keeping them in a safe learning environment. Over the last few years[when?] more students are entering safely back into the classroom thanks to the help of robots. An article from the New York Times, "A Swiveling Proxy Will Even Wear a Tutu", explains the positive impact of virtual learning in the classroom,[97] and another[98] explains how even a simple, stationary telepresence robot can help.[99] Distance education may provide equal access regardless of socioeconomic status or income, area of residence, gender, race, age, or cost per student.[100] Applying universal design strategies to distance learning courses as they are being developed (rather than instituting accommodations for specific students on an as-needed basis) can increase the accessibility of such courses to students with a range of abilities, disabilities, learning styles, and native languages.[101] Distance education graduates, who would never have been associated with the school under a traditional system, may donate money to the school.[102]

Distance learning may also offer a final opportunity for adolescents that are no longer permitted in the general education population due to behavior disorders. Instead of these students having no other academic opportunities, they may continue their education from their homes and earn their diplomas, offering them another chance to be an integral part of society.

Distance learning offers individuals a unique opportunity to benefit from the expertise and resources of the best universities currently available. Moreover, the online environment facilitates pedagogical innovation such as new program structures and formats.[103] Students have the ability to collaborate, share, question, infer, and suggest new methods and techniques for continuous improvement of the content. The ability to complete a course at a pace that is appropriate for each individual is the most effective manner to learn given the personal demands on time and schedule.[89] Self-paced distance learning on a mobile device, such as a smartphone, provides maximum flexibility and capability.

Distance learning can also reduce the phenomenon of rural exodus by enabling students from remote regions to remain in their hometowns while pursuing higher education. Eliminating the distance barrier to higher education can also increase the number of alternatives open to students, and foster greater competition between institutions of higher learning regardless of geography.[104]

Criticism

Barriers to effective distance education include obstacles such as domestic distractions and unreliable technology,[105] as well as students' program costs, adequate contact with teachers and support services, and a need for more experience.[106]

Some students attempt to participate in distance education without proper training with the tools needed to be successful in the program. Students must be provided with training opportunities (if needed) on each tool that is used throughout the program. The lack of advanced technology skills can lead to an unsuccessful experience. Schools have a responsibility to adopt a proactive policy for managing technology barriers.[107] Time management skills and self-discipline in distance education is just as important as complete knowledge of the software and tools being used for learning.

The results of a study of Washington state community college students showed that distance- learning students tended to drop out more often than their traditional counterparts due to difficulties in language, time management, and study skills.[108]

According to Pankaj Singhm, director of Nims University, "distance learning benefits may outweigh the disadvantages for students in such a technology-driven society, however before indulging into the use of educational technology a few more disadvantages should be considered." He describes that over multiple years, "all of the obstacles have been overcome and the world environment for distance education continues to improve." Pankaj Singhm also claims there is a debate to distance education stating, "due to a lack of direct face-to-face social interaction. However, as more people become used to personal and social interaction online (for example dating, chat rooms, shopping, or blogging), it is becoming easier for learners to both project themselves and socializes with others. This is an obstacle that has dissipated."[109]

Not all courses required to complete a degree may be offered online. Health care profession programs in particular require some sort of patient interaction through field work before a student may graduate.[110] Studies have also shown that students pursuing a medical professional graduate degree who are participating in distance education courses, favor a face to face communication over professor-mediated chat rooms and/or independent studies. However, this is little correlation between student performance when comparing the previous different distance learning strategies.[79]

There is a theoretical problem with the application of traditional teaching methods to online courses because online courses may have no upper size limit. Daniel Barwick noted that there is no evidence that large class size is always worse or that small class size is always better, although a negative link has been established between certain types of instruction in large classes and learning outcomes; he argued that higher education has not made a sufficient effort to experiment with a variety of instructional methods to determine whether the large class size is always negatively correlated with a reduction in learning outcomes.[111] Early proponents of Massive Open Online Courses (MOOCs) saw them as just the type of experiment that Barwick had pointed out was lacking in higher education, although Barwick himself has never advocated for MOOCs.

There may also be institutional challenges. Distance learning is new enough that it may be a challenge to gain support for these programs in a traditional brick-and-mortar academic learning environment.[80] Furthermore, it may be more difficult for the instructor to organize and plan a distance learning program,[83] especially since many are new programs and their organizational needs are different from a traditional learning program.

Additionally, though distance education offers industrial countries the opportunity to become globally informed, there are still negative sides to it. Hellman states that "These include its cost and capital intensiveness, time constraints and other pressures on instructors, the isolation of students from instructors and their peers, instructors' enormous difficulty in adequately evaluating students they never meet face-to-face, and drop-out rates far higher than in classroom-based courses."[112]

A more complex challenge of distance education relates to cultural differences between students and teachers and among students. Distance programs tend to be more diverse as they could go beyond the geographical borders of regions, countries, and continents, and cross the cultural borders that may exist concerning race, gender, and religion. That requires a proper understanding and awareness of the norms, differences, preconceptions, and potential conflicting issues.[113]

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