Read-Write+Web

Leadership Symposium Wiki 2009
=**5. Read-Write Web**=


 * Preconceptions**
 * What is Web 1.0, Web 2.0 or the read-write web?
 * Why do teachers need to take into account the "participatory culture" of today's digital landscape?
 * How have our capacities to connect, communicate, collaborate and create been enhanced by digital technologies?

Project New Media Literacies: [] media type="youtube" key="pEHcGAsnBZE" height="364" width="445"
 * Multimedia**
 * The new skills (New Media Literacies) include:
 * Play — the capacity to experiment with one’s surroundings as a form of problem-solving
 * Performance — the ability to adopt alternative identities for the purpose of improvisation and discovery
 * Simulation — the ability to interpret and construct dynamic models of real-world processes
 * Appropriation — the ability to meaningfully sample and remix media content
 * Multitasking — the ability to scan one’s environment and shift focus as needed to salient details.
 * Distributed Cognition — the ability to interact meaningfully with tools that expand mental capacities
 * Collective Intelligence — the ability to pool knowledge and compare notes with others toward a common goal
 * Judgment — the ability to evaluate the reliability and credibility of different information sources
 * Transmedia Navigation — the ability to follow the flow of stories and information across multiple modalities
 * Networking — the ability to search for, synthesize, and disseminate information
 * Negotiation — the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms.
 * Source - [|Confronting the Challenge of Participatory Culture: Media Education for the 21st Century], page 4


 * Critical Reading**
 * [|MASCD.org]
 * [|Perspectives, Summer 2009 Online Issue]
 * [|Beyond Boundaries: Out of School Learning]
 * [|Digital Youth: Two Perspectives]

by John Heim, Student One 15-year old describes how technology - blogs, video games, Facebook, Twitter, iTunes - affects his daily life.

"Kids do get caught up in videos, computers, and texting," John writes. "It is a great feeling to be just a second away from a friend who wants to chat with you. Maybe because it makes all of us feel connected to people our own age when things are going well or at those times when you are having a lousy day....Some kids like me also get involved in a pick up game of basketball and as time passes I hear my cell phone ringing and it's my mom saying, “Where are you? Dinner was an hour ago!” Whatever our interests, when kids get into something they really, really like, learning when to stop isn't easy."

by Mizuko Ito and colleagues, University of California

Over three years, University of California, Irvine researcher Mizuko Ito and her team interviewed over 800 youth and young adults and conducted over 5000 hours of online observations as part of the most extensive U.S. study of youth media use. They found that social network and video-sharing sites, online games, and gadgets such as iPods and mobile phones are now fixtures of youth culture. The research shows that today’s youth may be coming of age and struggling for autonomy and identity amid new worlds for communication, friendship, play, and self-expression.

It is pronounced as **Dee'go**. The name "Diigo" is an abbreviation for //"**D**igest of **I**nternet **I**nformation, **G**roups and **O**ther stuff."// You see, we especially like the "Other stuff" part, which gives us an open mandate to relentlessly innovate and provide better and better value to our users. Don't worry, we won't go wild :-) We will focus on providing better ways to process, manage, share and discover information. So stay tuned and watch us rapidly evolve going forward!
 * Digital Tools**
 * Diigo: []


 * A Guided Tour of Diigo: []

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 * Reflections**
 * What?
 * So What?