soren kaplan icohere
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NMC Summer Conference. Social Computing: Trends, Tools & Tricks of the Trade. Larry Johnson New Media Consortium. Soren Kaplan iCohere. Social Computing Defined. - PowerPoint PPT PresentationTRANSCRIPT
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Soren KaplaniCohere
Social Computing:Trends, Tools & Tricks of the
Trade
Social Computing:Trends, Tools & Tricks of the
Trade
Larry JohnsonNew Media Consortium
NMC Summer Conference
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Social Computing Social Computing DefinedDefinedSocial computing is the application of technology to mediate social interaction and collaboration. These technology enabled interactions foster high-quality and efficient communication that results in knowledge sharing, collaborative learning, and collective decision-making.
A variety of tools should be used to ensure effective communication, and social computing strategies need to be carefully constructed to fit the needs of the group or community involved.
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Key Trends in Social Key Trends in Social ComputingComputing
Work is becoming more distributed Broadband use is growing much faster than
expected Social computing and knowledge sharing are
increasingly seen as communication strategies The “comfort level” with the basic tools is very high Reductions in travel have increased the readiness
to consider new forms of meeting and collaborating
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Describe a time in which a breakthrough in communication, collaboration or learning occurred as a result of “social computing?
What were the enablers that allowed this high quality technology-mediated interaction to occur?
Interview each other for three minutes each. Be prepared to share one story and the enablers with the group.
Breakout Discussion Breakout Discussion (Pairs)(Pairs)
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Books & tutorials
Facts, procedures, processes, guidelines
Formal instruction and training
Tacit vs. Explicit Knowledge
Explicit Knowledge
Source: Peter Henschel, “Understanding and Winning the Never-Ending Search for Talent,” 2001
Tacit Knowledge
How things really get done
Difficult to capture, codify and deliver through discrete learning objects and traditional training
Can be captured and formalized via Learning Communities
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A Skewed Emphasis
Context
ContentLCMSLMS Learning
Objects
WBTsCBTs
Group
Individual
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Project Communities
Communities of Practice
Affinity Networks
Relationship Relationship OrientedOriented
Source: Peter Bartlett, HPSoren Kaplan, iCohere
Learning Communities
Task Task OrientedOriented
LearningLearning
AffiliationAffiliation PracticePractice
ActionAction
Types of Collaborative Communities
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Social computing involves 1:1 and group interactions that occur via the internet. Social computing enables collaborative learning by:– Bridging content and context– Encouraging focused interactions– Building on formal knowledge– Capturing informal knowledge– Recognizing best practices– Connecting learning to action
Social Computing & Collaborative Learning
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Case Western Reserve University
Case Western Reserve UniversityGlobal Research Project – Business as an Agent of
World Benefit
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BAWB Research Focus
Business has become… the most powerful institution on the planet. The dominant institution in any society needs to take responsibility for the whole. Every decision that is made, every action taken has to be viewed in the light of, in the context of, that kind of responsibility… Business is the only mechanism on the planet today powerful enough to produce the changes necessary to reverse global environmental and social degradation.
Willis HarmonFuturistFormer President of the Institute of Noetic Sciences
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soren
******
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North American Simulation & Gaming
Association
North American Simulation & Gaming
AssociationFour-Day International Online Conference
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An international collaboration between museums, universities, government, and industry to build an open-source authoring platform
The Pachyderm 2.0 Project
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Taking Pachyderm out of the Taking Pachyderm out of the museum …museum …
The NMC, in partnership with its creator, SFMOMA, is adapting
Pachyderm for more widespread use
An international project team of 5 NMC universities, 5 museums,
and a coalition of library partners is making Pachyderm open-
source
The IMLS has provided financial support to the effort, known as the
Pachyderm 2.0 project
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Project PartnersProject Partners
Museum PartnersMuseum Partners
Berkeley Art Museum
Cleveland Museum of Art
Fine Arts Museums of San Francisco
Metropolitan Museum of Art
San Francisco Museum of Modern Art
Project LeadsProject Leads
NMC: The New Media ConsortiumNMC: The New Media ConsortiumSan Francisco Museum of Modern ArtSan Francisco Museum of Modern Art
University PartnersUniversity Partners
Case Western Reserve University
Center for Distributed Learning (California State University)
University of Calgary (Canada)
Northwestern University
University of Arizona
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Project GoalsProject Goals
Create a new, open source authoring environment based
on SFMOMA’s Pachyderm
Identify essential interoperability standards and specifications for the new tool
Develop new pedagogical templates for university needs
Develop at least 20 major new
learning experiences
Give the tool away royalty-free to not-for-profit museums,
universities, and libraries
Overarching goalOverarching goal
Bring together the metadata and content management expertise of the library community, the technological expertise of NMC’s university community, and the informal learning expertise of leading museums to create an open-source authoring tool faculty and curators can easily use to create engaging learning experiences
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First-Year Collaborative First-Year Collaborative TeamsTeams
Key Requirements TeamKey Requirements TeamLou Zweier, CSU CDL
Library Specs & Standards TeamLibrary Specs & Standards TeamM. Claire Stewart, Northwestern
Rick Rinehart, Berkeley Art Museum
Metadata & Interoperability TeamMetadata & Interoperability TeamMike Mattson, University of Calgary
Programming TeamProgramming Team Michelle LaMar, CSU CDL
User Interface & Skins TeamUser Interface & Skins Team Tom Hapgood, Arizona
Templates & Pedagogy TeamTemplates & Pedagogy TeamWendy Shapiro, Case Western
The work of the project is being conducted by cross-sector collaborative teams working at a distance
Click here to see the detailed plan of work
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Technologies & ToolsTechnologies & Tools
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© Etienne Wenger
Communitiesof practice
Kn
owle
dge
exc
ha
nge S
ocia
l structu
res
Fleeting interactions
Knowledgebases
Synchronousinteractions
Discussiongroups
Access toexpertise
Projectspaces
Knowledge worker’sdesktop
Onlinecommunities
E-learningspaces
Ongoing integration of work and knowledge
Intraspect
Engenia
K-station
Infoworkspace
Communispace
PlaceWare
eRoomQuickPlace
Livelink
NetMeeting
Organik
QuestionQuiq
TalkCity
Evoke
Webex
eProject
Blaxxun
eGroups(YahooGroups)
eCircle
(AltaVista)
Athenium Webcrossing
Teamware PlazaTacit
Coolboard
Ichat
Buzzpower
StuffinCommon
Prospero
WebboardWeTalk
PowWow
Motet
PeopleLink
Sharenet
virtualteams
Prism
Centra
Interwise
LearningSpace
VirtualMeeting
MeetPlace
Genesys
SameTime
InterCommunity
Discovery
RealCommunities
Teamroom
ConferenceRoom
BlackBoard
ArsDigita
Caucus
Bungo
SharedPlanet
OpenItems
eShare
OpenTopic
UBB
AskMeClerity
Knexa
DocuShare
DocumentumAutonomy
Geneva
Oracle
Work
Instruction
Docum
ents
Conve
rsat
ion
Verity
WebfairCassiopeia
iTeam
Vignette
Abridge
Mongoose
PlumTree
Tapped-in
Experience
Notes
OneStopMeeting
Marratech
Wiki
WebCT
Tomoye Groove
KnowledgeLead
FirstClass
iCohere
iMeet
eePulse.comCommunityZero
PeopleNet
NinthHouse
Hyperwave
SynchronousInteractions
DiscussionGroups
OnlineCommunities
E-LearningSpaces
Access toExpertise
KnowledgeBases
KnowledgeWorker’s Desktop Project
Spaces
Source: Etienne Wenger
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An international collaboration between museums, universities, government, and industry to build an open-source authoring platform
The Pachyderm 2.0 The Pachyderm 2.0 ProjectProject
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A range of tools and resources are available to project teams & institutions to help partners collaborate and tell the project story
Collaboration ToolsCollaboration ToolsPachyblog
PachylistBreeze Live
Audio Bridge
Presentation ToolsPresentation ToolsPachyDVD
PowerPoint SlidesMSOMA Content
PachyblogPachyblogDocument Archives
Threaded DiscussionsEssential Links
Email ConnectionsRSS Updates
Technologies & ToolsTechnologies & Tools
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Hard Work & Hard Work & CelebrationCelebration
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Varied Forms of Varied Forms of CommunicationCommunication
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Standards ConformanceStandards Conformance
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Collaboration Tools: Breeze Live
Technologies & ToolsTechnologies & Tools
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Pachylist
Day-to-Day Announcements & News
Technologies & ToolsTechnologies & Tools
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Pachyblog
The Nerve Center of Pachyder
m
Technologies & ToolsTechnologies & Tools
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Pachyweb
The Project Archive
Technologies & ToolsTechnologies & Tools
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Project Websit
e
External Audience
s
Technologies & ToolsTechnologies & Tools
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Team Websites
Requirements Builder
Technologies & ToolsTechnologies & Tools
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Team Websites
Interface Developme
nt Area
Technologies & ToolsTechnologies & Tools
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Online Conference on Learning Objects
October 14-17, 2003
NMC Fall 2003 Online Conference
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Set Context to Affirm a Shared Purpose
Rationale:
A shared purpose is the heart of any community
A compelling purpose leads to compelling value
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“Seed” the Community to Engage People Immediately
Rationale:
People become more engaged if they feel like they’re joining an “exciting party.”
You only have one chance to capture people’s attention. If you don’t, they may never come back.
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Create a Structure for Contributing
Rationale:
Providing a low-risk, clear and structured way to participate accelerates collaboration and networking
Designing questions to focus the dialogue ensures people stay on target with high interest topics
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Use Content to Drive Participation
Rationale:
Relevant “content” from leading thinkers and practitioners creates initial interest and the draw
The “experience” of participating in a collaborative learning event is ultimately what people remember
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Provide Tools for Group Collaboration
Rationale:
The most relevant learning occurs through “informal” dialogue in which “tacit” knowledge is shared
Peer-to-peer discussions and mentoring fosters applied learning
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Build Momentum though Live Events
Rationale:
Many people need a scheduled, live event to get engaged
Events provide the opportunity to showcase the broader value of a community
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Create Ways to Foster Meaningful Connections
Rationale:
Individual networking profiles enable new connections & opportunities
Group memberships create deeper affiliation and collaboration
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Provide Tools for 1:1 Networking
Rationale:
Peer-to-Peer real-time networking creates immediate opportunities to innovate or solve problems
Communities are collections of individuals – networks of strong 1:1 relationships creates a strong community
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Provide a Fully Integrated Environment
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“Functional Requirements” of
Virtual Communities
“Functional Requirements” of
Virtual Communities
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Social Computing “Architecture”
Technical ArchitectureTechnical Architecture Social ArchitectureSocial Architecture
Synchronous & AsynchronousSynchronous & Asynchronous Group ProcessesGroup Processes
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Technical Architecture
NLII and iCohere have developed “functional requirements” for virtual communities that include:
Social Structures Core Features Integrating Mechanisms
Levels of opennessSubgroupsRole distinctionsPresence
Synchronous CommunicationAsynchronous CommunicationResource/File SharingStructured Data SharingScheduling & CoordinationFinding & Searching
User InterfacePush-Pull OptionsSystem Compatibility
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10 Steps to Community
1. Articulate a cohesive purpose
2. Define compelling benefits at the individual, group, and organizational levels
3. Identify technical constraints and enablers
4. Create a technology roadmap that links short-term objectives to long term goals
5. Define a roll-out strategy that starts with the core and expands outward
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10 Steps to Community
6. Establish roles and processes that support both structured and organic collaboration
7. Use events to drive participation
8. Keep content fresh
9. Recognize exemplary members and encourage those who are less active
10. Build feedback loops for continuous learning and adaptation
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Presenters
Soren is co-founder of iCohere, a software and consulting firm that builds collaborative online communities. He also organizes iCohere's online conference series that includes the Collaborative Learning, Collaborative Communities, and Collaborative Leadership conferences. As a speaker and authority on collaboration, web communities and online learning, Soren has presented at the National OD Network, ASTD, the e-Learning Forum, the Creative Education Foundation, and the Harvard Business School. Quotes and articles from Soren have appeared in numerous publications including Fast Company, Collaborate, Learning Circuits, Strategy & Leadership, and the Journal of Strategic Change. Prior to founding iCohere, Soren held numerous positions at Hewlett-Packard including Manager of Business Strategy Services, an internal consulting group focused on strategic planning and organizational development. Before joining HP, Soren was a consultant with Cambridge, MA based IdeaScope Associates. Soren holds Master's and Ph.D. degrees in Organizational Psychology.
Soren Kaplan, Ph.D. ([email protected])
Larry Johnson, Ph.D. ([email protected])
Dr. Larry Johnson is Chief Executive Officer of the New Media Consortium (NMC), an international consortium of colleges, universities, museums and technology companies dedicated to using new technologies to inspire, energize, stimulate, and support learning and creative expression. He is an acknowledged expert on the effective application of information technology in higher education, and has authored a number of books, monographs, and articles on that topic, as well as on the related areas of distance learning, strategic planning, and institutional effectiveness. Dr. Johnson has more than 25 years of experience in the higher education arena, having served a variety of roles, including faculty, senior executive, and as college president. He is currently working on his next book, which will focus on new ways of exploring, sharing, and defining knowledge.