Index

0-9, and Symbols

3.5G, 138
3.9G, 138
4G, 139

A

accelerometers, 136
affective computing, 151
Ajax, 100
Akismet spam filter, 114
Amazon, 18, 175
application programming interfaces, 100
ARCS model, 55
Ask the Experts sessions, 72, 77, 85
Atom, 100
2D barcodes, 145

B

Best Practice Community, 73, 75, 79–80
best practice models, 69–71
Blackboard, 10, 35
blended learning, 36
Blogger, 100
blogs, 97
Bloomsbury, 20
Bluetooth connections, 139
bokodes, 26
Bradford robotic telescope, 149
Brother, 19

C

case studies, 111–16
amplification of IWMW 2009 event, 111–13
archiving pebble blogs, 113–14
UK Web Focus blog, 114–16
citizen journalist phenomenon, 60
Coastal Ocean Observation Laboratory, 149
collective intelligence, 72–5
Common Craft, 99
communities of practice, 71–3
connectivity, 137–40
3.5G and 3.9G, 138
4G, 139
and change, 171–4
personal area networks, 139–40
wi-fi, 138–9
WiMAX, 137–8
context aware computing, 151

D

data integration, 106
data migration, 105, 110
Designing Libraries, 25
Digg, 75
digital graffiti, 147
digital immigrants, 152
digital literacy, 155–7
digital natives, 34, 124, 152–4
digital persistency, 131
digital rights management, 17–18
do it yourself technology, 176

E

e-books, 13–27
devices and gadgetry, 18–21
e-publish, 21–2
future trends, 22–3
library, 16–17
online or networked book, 14–16
reader platform, 17–18
e-content, 18
e-discussion forums, 9
e-learning
best practice models, 69–71
collective intelligence, 73–5
communities of practice, 71–3
discussion, 83–6
bridge between practice and theory, 86
deep approach, 83–5
formal staff development strategies, 85–6
quality, 83
egalitarian participation, 75–9
online social networking, 33–62, 79–82
Web 2.0 for HE staff development, 67–90
e-pedagogy, 33, 126
e-publish, 21–2
economic democracy, 178
Ecto project, 74
EDINA, 104
Effective Learning, Information and Communication Skills module, 34
egalitarian participation, 75–9
Ekahau systems, 146
eLearning Models Project, 69, 87–90
electronic paper, 135
Eleven Plus, 57
emerging technologies, 123–62
connectivity, 137–40
mobile internet, 140–51
mobile learning, 133–6
social software on mobile devices, 132–3
Web 2.0 and social software, 127–31
Web 3.0, 132
Equator, 148
ethics challenge, 181
EU MUSIC, 151
expert practice, 88

F

Facebook, 79–81, 97, 121
Flash, 100
folksonomies, 175–6
Fujitsu, 19

G

Galileo, 146
Gamer Theory, 15
GeoVector Corporation, 147
Get it Loud in Libraries, 27
Google, 106–7
Google Books, 22

H

higher education, 67–90
hyperlink, 175

I

IEEE 802.16 standards, 137
iFind service, 147
incremental web, 178
informal learning, 155–7
information and communication technologies, 7
information literacy, 34
instant messaging, 159
instant reflective practice activity, 43–4, 53
Institute for the Future of the Book, 14
institutional quality processes, 89
Institutional Web Management Workshop, 111–13, 117
reasons for deploying Web 2.0 services, 112
risk management for amplified events, 113
use of risk acceptance toolkit, 118
user benefits, 112–13
International Telecommunication Union, 139
Internet Corporation for Assigned Names and Numbers, 145
Internet Protocol version 4, 145
Internet Protocol version 6, 145–6

J

JavaScript, 108
John Rylands Library, 97
Joint Information Systems Committee, 22, 73

K

key transferable skills, 4–5
knowledge transfer, 84

L

Layar, 148
learner autonomy, 129
learners, 6–7
changing society and learners, 152–61
autonomy vs control, 160–1
consumerisation of IT, 158–60
digital natives, 152–4
informal learning and digital literacy, 155–7
net generation characteristics, 154–5
new knowledge workers, 157–8
technology democratisation, 160
cultural and social context, 4–5
emerging technologies, 123–62
personalising, 129
learning zones, 9
library
connected building, 25–7
e-books and e-buildings, 13–27
transformation, 23–4
Library 2.0, 173–4
light-emitting polymer displays, 135
literacy, 180
long term evolution, 138–9

M

MacArthur Foundation, 179–80
Mayer’s multimedia principles, 70
mediascapes, 147–8
meme map, 172–4, 177 See also Web 2.0 meme map
metacognitive process, 52
metaverses, 132
micro-electro-mechanical systems, 136, 148
microblogging, 97
Microsoft, 174, 178–9
Microsoft Sensecam, 136
Microsoft Windows, 102
Mimas, 104
MIT iLab, 149
MIT Project Oxygen, 151
mobile augmented reality application, 148
Mobile Bristol, 147–8
mobile internet, 140–51
augmented reality, 148
context awareness, 150–1
identification, 143–6
2D barcodes, 145
IPv6, 145–6
RFID, 143–5
impact on learning, 140–2
educational priorities, 141
location, 146–8
sensing and sensor networks, 148–50
ubiquitous computing, 142–3
mobile learning, 133–6
battery life, 134
cost, 136
displays, 135
electronic paper, 135
interfaces, 135–6
mobile web, 124, 132–3
MoD4L project, 69
Moodle, 10, 79–81
Moore’s Law, 126
Mudlarking, 148
multiple-input and multipleoutput communications, 139

N

Near Field Communication, 140
netbooks, 136
Ning, 79–81
NoteMesh, 10
Nurnberg funnel model, 84

O

One Laptop per Child scheme, 136
online collaborative learning See online social network learning
online discourse, 46–7
online social network learning, 33–62, 79–82
background, 34–6
main study, 46–55
discussion, 54–5
findings, 46–54
methodology, 46
pilot study, 36–45
changes to processes, 42–5
methodology, 36–7
summary of findings, 37, 41–2
recent developments, 55–60
revised OSNL process, 56
students’ views, 48–54
Oracle, 174
organic LED, 135
orthogonal frequency-division multiple access, 139
outsourced environment, 104–5
OverDrive, 21–2

P

participation gap, 180–1
participative learning, 33
participatory culture, 175
pebble blogs, 113–14
peer supported experimentation, 72
Penguin, 20
permalinks, 178
personal area networks, 139–40
personal learning environment, 130
Plain English Campaign, 43
Plastic Logic, 19
podcasts, 10
problem-based learning, 9
push technology, 178

Q

Quintura, 10

R

radio frequency identification, 143–5
active tags, 144
passive tags, 144
Readius, 19
Really Simple Syndication, 100, 178

S

Salmon’s five-stage model, 70
Second Life, 11, 132
seed, 41
semantic web, 124, 132
Seymour Papert’s constructionism, 124, 128
Shetland News, 109
Shetland Times, 109
Skype, 77–8
SlideShare, 113
smart dust, 149
smart web, 179–80
social networking See online social networking
social software and Web 2.0, 127–31
on mobile devices, 132–3
Sony eBook Reader, 18
SparkNotes, 10
stepping up, 57

T

teaching and teaching interventions, 7–9
changes in the learning environment, 3–12
The Grid, 14
The Library at Night, 16
Thinkature, 10
tools and technologies, 9–11
transparency problem, 181
Twitter, 97, 120–1

U

ubiquitous computing, 132, 142–3, 151
UK Web Focus blog, 114–16
dependencies on the author, 115–16
inappropriate content, 114
loss of long term access to the service, 114–15
UKOLN, 112, 115, 117
ultra wideband, 139
Unix, 102

V

Vint Cerf, 145
virtual learning environment, 8, 10, 33, 35, 68, 75, 78–9, 81, 101
virtualisation, 161
Vygotsky’s social constructivism, 124, 128

W

Web 1.0, 171, 174
Web 2.0, 10, 13
and social software, 127–31
applications, 99–101
case studies, 111–16
change and connectivity, 171–4
culture, 101–2
deployment strategy for use in
institutions, 95–121
description, 127
do it yourself technology, 176–7
e-learning models for HE staff development, 67–90
institutional use, 95–121
meme map, 101, 173
power of the user, 174–6
risk assessment, 107–9
toolkit, 116–17
risk management, 110–11
risks and opportunities
framework, 117, 119–21
Facebook use by an organisation, 121
for the social web, 119
Twitter use by an individual, 120–1
using the framework, 120–1
services, 96–7
smart web, 179–80
Web 3.0, 132
Web Accessibility Initiative, 108
Web Content Accessibility Guidelines, 108
web feed technologies, 178
WebBrain, 10
wi-fi, 138–9
Wikinomics, 178
Wikipedia, 10, 73, 75, 96–7, 176
Wikitude, 148
WinTrack software, 115
wireless local area networks, 137
WordPress, 100, 115
Worldwide Interoperability for Microwave Access, 137–9
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