Klamma, R., Chatti, M. A., Duval, E., Hummel, H., Hvannberg, E. H., Kravcik, M., Law, E., Naeve, A., & Scott, P. (2007).
Social Software for Life-long Learning. Educational Technology & Society, 10 (3), 72-83.
Social Software for Life-long Learning
Ralf Klamma*, Mohamed Amine Chatti, Erik Duval, Hans Hummel, Ebba Thora
Hvannberg, Milos Kravcik, Effie Law, Ambjörn Naeve and Peter Scott
*
Informatik V, RWTH Aachen, Aachen, Germany // klamma@informatik.rwth-aachen.de
PROLEARN Network of Excellence
ABSTRACT
Life-long learning is a key issue for our knowledge society. With social software systems new heterogeneous
kinds of technology enhanced informal learning are now available to the life-long learner. Learners outside of
learning institutions now have access to powerful social communities of experts and peers who are together
forging a new web 2.0. This paper reviews current work in pan-European initiatives that impact upon life-long
learning via views of professional learning, learner competence and social networking. It seeks to provide an
overview of some of the critical research questions for the interdisciplinary field of social software research.
Keywords
Social Software, Life-long Learning, Learning Networks, Blogs
Introduction
Life-long learning (Aspin & Chapman, 2000) refers to a society in which learning possibilities exist for those who
want to learn (Fischer, 2001). Learning is not restricted to the classroom and to formal learning inside learning
institutions, it an activity which happens throughout life, at work, play and home. In the modern knowledge-intensive
era, life-long competence development has become a major challenge to our educational systems that have not
changed their educational policies and pedagogical models to support life-long learning. There is an increasing
demand for new approaches towards fostering life-long learning perspectives. Emergent Web 2.0 concepts and
technologies are opening new doors for more effective learning and have the potential to support life-long
competence development. For life-long learners the first generation Internet allowed easy access to a vast range of
published materials. The second generation Internet allows them to contribute to it. This ability for new life-long
learning communities to participate and create the new web has lead to a whole generation of new ‘socially based’
tools and systems that are generically referred to as social software. Social software can be broadly defined as tools
and environments that support activities in digital social networks (Klamma et al., 2006; Chatti et al., 2006a). Digital
social networks are social networks mainly realised by means of computer-mediated communication (Licklider et al.,
1968). Most social software research (Wellman et al., 2002; Shirky, 2003) concentrates on the relations between
social entities in digital social networks and their interaction, while community information systems contain and
group social entities.
For the life-long learner who is learning at work or at home, outside the context of a formal institutional learning
programme, the initial problem of access to powerful learning materials has been significantly improved by the
world-wide-web. This first generation Internet has allowed institutions to publish materials with ease and made them
accessible to all learners. However, until relatively recently the critical difference between those inside learning
institutions and those outside was in the access to a ready-made learning community of experts and peers. Recent so called second generation Internet - developments have started to change that dynamic. Within Web 2.0, whole
new communities of self-directed, self-managed and self-maintained communities have started to arise that offer
compelling new forms of community. These new communities are typically open to all learners, at any point in their
life of learning.
Table 1 illustrates five of the key differences between traditional Web 1.0 and new Web 2.0 (O’Reilly, 2005)
knowledge management concepts for life-long learners.
In a Web 2.0 vision, the web is created by those who participate in it. The most obvious contrast is between sites
which are published by institutions, such as Britannica online, and those which are maintained by an open
community, such as Wikipedia. Projects like Wikipedia let life-long learners become knowledge prosumers (both
ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the
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72
consumer and producer) and participation becomes essential for wikis replacing old-fashioned content management
systems in organizations. Interoperability between content and services is realized by syndications tools (RSS). More
and more web sites support RSS instead of placing a button labeled with “Set this page to your home page”. It has
become natural and a kind of fashion to integrate or ‘mesh’ third-party web services like google, yahoo and
del.icio.us etc. Web services and syndication will be even more important in ubiquitous contexts when users need
support based on their location, their connectivity, their device capabilities and their usage context.
Table 1: Differences between Web 1.0 and Web 2.0 (adapted from (O’Reilly, 2005)).
Web 1.0
publishing
(Britannica Online)
Web 2.0
participation
(Wikipedia)
personal websites
content management
directories (taxonomy)
stickiness
blogging
wikis
tagging (folksonomy)
syndication
An important theme in life-long learning, discussed in the projects below, is the nature of “informal and non-formal
learning”. Once you step beyond traditional institutional boundaries you can find learning which is driven by and
for, “you, the learner”. If the simplest social networking technology is blogging (Bausch et al., 2002; Blood, 2004),
then the concept of ‘blogging for business’ has migrated out into Web 2.0 to allow significant access to new pools of
experts whose views and ideas are now widely and openly available. We discuss blogs here as an example of a class
of software often used in organizations nowadays, e.g. corporate wikis, social bookmarks, and RSS web feeds
(Kumar et al., 2004). The term ‘Blog’ is a contraction of ‘Weblog’ and the act of ‘Blogging’ is the making of such
logs (see for example: (www.blogger.com). Some businesses are coming to understand that ‘real’ news isn’t just a
ticker-tape-like news feed from Reuters or the BBC. In business, the most significant news is what you and those you
have reason to care about, did yesterday, are doing today, and plan to do tomorrow.
Essentially, blogging tools and portals have become a significant focus for a trendy vision of community publishing
outside institutional boundaries. They allow users to quickly generate simple web pages and link to others, directly
from within a public web page. In their simplest form they are used as stream-of-consciousness public web diaries or
activity logs, hence ‘weblogs’. They don’t require expertise to use, they capture and share text easily and can even be
extended to include images, sounds and movies. Members of your community can “subscribe” to blogs and upload
comments to them – and even vote on the significance of the entries. In this way, this simple and yet pervasive set of
tools has formed a large number of significant public “communities of practice” (Wenger 1998) around the bottomup drive of community members.
Empirical Studies on Blog Uses in Online Learning Networks
In this section we delineate two empirical studies about blog uses in online learning networks of two different
contexts, namely corporate and in higher education. The former addresses the incentive mechanism underlying blog
usage of corporate learners and is part of the project Learning Network for Learning Design (LN4LD), whereas
the latter analyzes how blogs have been deployed by university students and is part of the project iCamp
(http://www.icamp-project.org).
One of the major features of blog is the “reputation management” of participants. Indeed, we have recently seen the
emergence of so called “Ghost Blogging” services for companies who want more professional marketing and support
of their blogging output. Blogs can show participants’ daily engagement with key issues. Participants can gain
significant reputation in their community by “being seen” publicly creating valuable artefacts that is of use to new
members of their group. The individual satisfaction and perception of effectiveness in that sense is closely related to
the commitment of the individual to contribute and actively participate.
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We perceive adaptivity and personalization as key issues for implementing mechanisms to foster and increase
activities in lifelong learning networks. Currently an integrated approach that allows rewarding and incentive
mechanisms on different levels of sharing and exchanges is researched in the TENCompetence project. A main
critical point in building social software that is actually used and in developing communities that become active
learning networks (Koper et al., 2005) is the engagement in the sense of active participation and contribution of the
individuals.
Today’s life-long learners are in constant need to update knowledge and competences, given certain personal or
employment-related motives (Aspin & Chapman, 2000; Field, 2001). Online, distributed life-long facilities can be
designed that cater for these needs at various levels of competence development. However, merely introducing such
facilities will not suffice. Potential learners should also be motivated to actually use and actively contribute (Fisher &
Ostwald, 2002). So called ‘free-riding’ or lurking’ is considered to be one of the main problems in online learning.
To some, the encouragement of employees to contribute knowledge is even more important than the more technical
(interoperability) issues related to its capture, storage and dissemination (Boisot & Griffiths, 1999). What might then
motivate an individual to participate actively in a learning network, to respond to others’ questions, to contribute
content, complete activities, carry out assessments?
Experimentation with incentive mechanisms was heavily inspired by Social Exchange Theory, which informs us that
participants will contribute more when there is some kind of intrinsic or extrinsic motive (or reward) involved. This
theory (Thibaut & Kelly, 1959; Constant, Kiesler & Sproull, 1994) comes from the rational choice theory of
economics, suggesting a relation between a person’s satisfaction with a relation (i.e., with the learning network) and
a person’s commitment to that relation (i.e., his willingness to actively participate). It furthermore suggests four
main mechanisms to motivate and encourage participation: (i) personal access, or anticipated reciprocity: learner has
a pre-existing expectation that he will receive actionable and useful (extra) information in return; (ii) personal
reputation: learner feels he can improve his visibility and influence to others in the network, e.g. leading to more
work or status in the future; (iii) social altruism: learner perceives the efficacy of the LN in sharing knowledge as a
‘public good’, especially when contributions are seen as important, relevant, and related to outcomes; (iv) tangible
rewards: learners negotiate to get some kind of more tangible asset (financial reward, bond, book, etc) in return. In
each of the above cases, incentive mechanisms for knowledge sharing should match the spirit of what has to be
achieved (Sawyer, Eschenfelder, & Hexkman, 2000). If this is finding and exchanging information about LD,
research suggests that incentives to gain extra personal access to more information about LD can be expected to
render best results.
When examining critical facilities for (active) participation, some exemplary studies have been carried out within a
learning network about IMS-Learning Design (IMS-LD, 2003), called LN4LD. From initial implementations of this
learning network, it could be concluded (Hummel et al., 2005a) that usability, simple structure, and clear policies are
necessary requirements to enable participation. More specifically, we found that users should not be overburdened by
complex structures and too many facilities. We also concluded that additional policies would be needed for effective
exchange and active contributions. From later implementations it could be concluded (Burgos, 2006) that interlacing
virtual activities with additional face-to-face meetings on the same topics yielded substantial increases in both
activity level and amount of users registering. However, in this paper we would like to focus on the significant
increase of active participation when introducing incentive mechanisms (Hummel et al., 2005b).
The incentive mechanism we introduced to LN4LD allowed the participants, who were interested professionals who
wanted to learn more about IMS-LD for modelling / designing courses to earn points for contributions, with the
reward scheme including both quantitative and qualitative components. On the quantitative side, points could be
earned for: (i) forum postings (20 points for each, labelled ‘pointsforpost’); (ii) replying to posts (10 points for each,
labelled ‘pointsforreply’); and (iii) rating of posts (3 points for each, labelled ‘pointsforrate’) (see Table 2). With
respect to the quality of postings, contributors received additional points for: (iv) each time their contribution
prompted a reply (5 points for each reply to a post, labelled ‘pointsforreplyrec’); and (v) each time the originator’s
posting was rated (3 points * rating value, labelled ‘pointsforraterec’), whereby the ratings ranged from 1 (very poor)
to 5 (very good). A simple interrupted time series with removal design (Robson, 2003) was applied with (active and
passive) participation as the independent variable.
Table 2 shows that most active participation points were earned by making postings to forums (320 points in total,
with 220 of these being in period B). Over time, the total amount of active participation points was divided as
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follows: 117 points in period A; 566 points in period B; and 141 points in period C. The average total points for
active participation earned by active participants (n = 17) is 48.47 and by all participants (n = 125) it is 6.6. The
repeated measures ANOVA, using time of measurement as a within-subjects factor, reveals that ‘period’ indeed is a
very significant factor in explaining the average total amount of points (F (2, 122) = 14.17, MSE = 24,966.08, p <
.001, ηp2 = .104), even with the majority of participants not actively contributing. When we include ‘scoring’ (either
‘those who did not score’ or ‘those who did score’) as a between-subjects factor, (period * scoring) appears to be an
even more significant factor (F (2, 122) = 31.21, MSE = 24,966.08, p < .001, ηp2 = .204) in the linear model. It was
observed that there was significant increase of both active and passive participation after introducing the incentive
mechanism. Besides, choice for extra personal access as incentive mechanism was observed to be in line with the
general purpose of the LN (i.e. getting more information), according to Social Exchange Theory.
Table 2: Total active participation points for each period (A-C) and parameter, for all participants (n=125).
Period
A.
B.
C.
A-C.
Total points Points forpost Points forreply Points forrate Points forreplyrec
Points forraterec
117
60
20
3
10
24
566
220
120
42
100
84
141
40
30
12
35
24
824
320
170
57
145
132
A, B and C were arranged chronologically as three equal periods of 4 weeks each
(A = baseline, B = introducing the incentive mechanism, C = removing the incentive mechanism)
Number of blog entries
Educational researchers and practitioners have invested efforts in integrating social software such as weblog into
higher education. One of such initiatives is the iCamp project. Pedagogically iCamp is grounded in socialconstructivist theories. Technologically it is built upon a selected set of prevailing non-proprietary technologyenhanced learning tools by rendering them interoperable. Validation of pedagogical models and technological
solutions is realized through user trials. In the first trial (Oct – Dec 2006), four academic institutions from Turkey,
Poland, Estonia and Lithuania were involved. There were 3 types of core actors: (i) Facilitators: four university
teachers; (ii) Site Coordinators: three researchers providing support to facilitators; (iii) Students: 36 under- and postgraduates majoring in social sciences or software engineering divided into groups of four or five to develop a
questionnaire. This first trial was primarily exploratory to understand how the facilitators and students interact and
communicate in the online learning environment with the support of social software.
33
35
30
25
23
25
20
17
17
15
10
5
13
12
8
76
4
10
1
00
2
4
6
2
4
6
7
32
11
2
4
100
0
Group
1
Group Group
2
3
Coordination
Group
4
Task
Group
5
Group Group
6
7
Technical
Group
8
Social
Figure 1: Distribution of content types in student group blogs
75
Mixed-method evaluation approach triangulating quantitative and qualitative data has been adopted. However, in
such a distributed context with heterogeneous users who were basically allowed to use any of the above mentioned
tools at any time in any way, it was challenging to capture real-time usage data for assessing usability and user
experience. As no automatic data logging facility was installed for this trial, we relied on retrospective self-reporting
techniques, i.e., structured surveys and semi-structured interviews, which have some apparent drawbacks –
subjective, prone to memory reconstruction and to dilution by other extraneous data, social desirability, and missing
critical incidents. Specifically, the contents of the eight student group blogs have been analyzed based on the
adapted scheme of Henri (1992). Figure 1 displays the results. The average number of entries per student group-blog
was 26.5 (SD = 22.5, range = 5 to 62). Note, however, the number of entries could not truly reflect the activeness of
a group, which might prefer other means of communication (e.g. emails). Furthermore, four major types of entries
are identified: Coordination (e.g. finding a right date for videoconference), Technical (e.g. selection of an appropriate
tool), Task (e.g. ideas how to design the questionnaire), and Social (e.g. sharing cultural-specific information). It is
observed that blogs have primarily been used for Coordination in most of the group.
Nevertheless, the overall collaborative experiences of the trial participants were positive, and they could also
advance their competencies. There were some negative experiences related to the tools whose learnability
nevertheless seemed high as the users could overcome the initial difficulty with some help and practice. Besides,
most users intended to deploy this set of social software in a similar learning setting in the future. One implication
for the evaluation approach is to automate data capturing; insights can be drawn from the techniques of remote
usability evaluation (Paternó & Santoro, in press). The challenge of assessing the usability of social software remains
high; especially we evaluate not only user interface but users interface.
Facets of Research in Online Learning Networks
Automated Metadata Generation
Social software techniques enable richer capturing of context in which content has been produced. This offers
substantial potential for automating the generation of metadata (“descriptions”), e.g. by reusing metadata from
artefacts produced by “close neighbours” in the social network). This sort of mining of social information can
enhance the Automated Metadata Generation framework (Cardinaels et al., 2005). Similarly, social software based
context capturing offers great potential to create advanced tools and services for dealing with the need for content. A
rather simple example is to augment user queries with metadata that constrain results to those that are relevant to the
context at hand (e.g. in a language that the user has demonstrated to master). A more advanced example is to alert
users to relevant content, even before they are aware that it may help them in the task at hand (e.g. because the
actions of their peers and colleagues have indicated that this content is relevant in this situation).
The MACE project (http://www.mace-project.eu) aims at making several existing learning repositories on
architecture interoperable to reach a critical mass of learning resources. The plan is to qualitatively and quantitatively
enrich available contents with various types of metadata – domain, usage, competence, contextual, and social. More
users will generate extended usage or attention metadata that will significantly enrich the metadata created by
authors and annotators. This new metadata will provide the basis for deployment of social recommendation
techniques that rely on information about learner success. Attention metadata provide valuable feedback for the
authors and tutors, enabling them to further improve their learning materials and experiences (Najjar et al., 2005).
Personalization and Adaptation
A PROLEARN (http://www.prolearn-project.org) survey has shown that a high majority of respondents considers
personalization and adaptation of learning as important and crucial factors. The main reasons for positive responses
are that learning should be individualized to become more effective and efficient, personalization is the key element
of the learning process, and specific problems need specific solutions, as students differ greatly in their background
and capabilities especially in the field of computers. Learning materials are typically too general to cover a very wide
range of purposes, so personalization can be the most important added value that e-learning can offer compared to
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classical learning – to optimise education, to adjust to various working conditions and needs, because students
(academic and corporate) have different goals, interests, motivation levels, learning skills and endurance.
So it is generally recognized that effective and efficient learning need to be individualized – personalized and
adapted to the learner’s preferences, acquired competences, and evolving knowledge, as well as to the current
context. Adaptive learning systems keep the information about the user in the learner model and based on it they
provide certain adaptation effects. Based on the information about the learner and the current context an appropriate
educational method should be chosen, which uses suitable learning activities that reference proper learning materials.
This process is usually accompanied by selection of adequate tutors and co-learners. The outlined reasoning is
typically based on a rich set of metadata assigned to the mentioned entities on one hand and on sound pedagogical
strategies on the other. To generate the metadata and to support collaborative learning social software can play a
crucial role.
In the WINDS project (Kravcik et al., 2004a) the consortium partners have implemented the ALE system, which
integrates the functionality of a complex e-learning system with adaptive educational hypermedia on the Web.
Several social software factors can be recognized there, especially support for conversational interaction between
individuals, social feedback, as well as shifting the role of the individual from information consumer to producer.
Based on the learner model, adaptive annotation and recommendation was provided. Users could assign to each
learning object private or public annotations and discussions. These features enable communication between learners
and tutors, and they give valuable feedback to the authors as well. The WINDS experience (Kravcik & Specht 2005)
shows that teachers, even without programming skills, can create web-based adaptive courses and students can
benefit from the usage of these courses. Students and teachers appreciate in the web environment what they cannot
find in traditional classroom settings.
Later on the ALE platform was enhanced with services supporting mobile learning in the RAFT project (Kravcik et
al., 2004b). The idea was to make field trips available for remote participants. Communication and data channels
were established between the field and the classroom to let people on both sides not only communicate with each
other but also collect, annotate, and exchange data between them. The experiment has shown that school pupils can
easily understand the principles of the RAFT mobile applications and that they are able to create rich and well
organized reports of field trips.
To simultaneously consider a multitude of different factors when delivering personalized learning experience is still
a challenge, as an orchestration of different kinds of knowledge (concerning domain, user, context, learning activity,
and adaptation) needs to be taken into account. The technological and conceptual differences between heterogeneous
resources and services can be bridged either by means of standards or via approaches based on the Semantic Web.
Existing standards are not enough to realize general interoperability in this area, and therefore a Semantic Web-based
approach is needed to achieve reasonable results and to contribute to harmonization of available standards (Aroyo et
al., 2006).
Conceptual Blogging and Distributed Opinion Publication
A major impact of the Internet has been to promote asynchronous access to online information, with traditional
(client/server-based) forms of broadcasting gradually giving way to different (p2p-based) forms of “narrowcasting”,
such as web-casting or video blogging (vlogging). More recently, a major impact of the Semantic Web stems from
the fact that its metadata has acquired the potential to become as distributed as the data it describes – with everyone
being able to connect any (online) thing to any other (online) thing. This makes it possible to progress from today’s
opinion registration (opinion polls) systems to opinion publication systems, where the “opinionators” themselves, are
in control of the exposure of their own opinions.
A Knowledge Manifold (KM) consists of a number of linked information landscapes (contexts), where one can
navigate, search for, annotate and present all kinds of electronically stored information (Naeve, 2001a). It is
constructed by conceptual modelling of a specific knowledge domain in order to capture its underlying thought
patterns (mental models) in the form of context maps. The KMR group (kmr.nada.kth.se) makes use of this
architecture in order to construct a kind of Conceptual (“human-semantic”) Web (Naeve 2005), which functions as a
conceptual interface to the underlying (machine)-semantic Web. This Conceptual Web can be seen as a collaborative
77
Garden of Knowledge - with a community of Knowledge Gardeners, collectively gardening their interlinked
Knowledge Patches (Naeve, 2001a).
A Concept Browser (Naeve 2001b) is a constructor, an editor and a navigator of a KM. It is a knowledge
management tool for collaborative overview-creation, which supports the construction, navigation, annotation and
presentation of electronically stored information. A Concept Browser presents “content in contexts through
concepts” and makes it possible to investigate the content of different concepts without losing overview of their
context. Semantically, a concept is considered as the border between its inside (which contains its content) and its
outsides, which represent the different contexts where this concept appears.
Conzilla (www.conzilla.org) (Palmér & Naeve 2005) is a Concept Browser, which aims to provide an effective
collaboration environment for knowledge management on the Semantic Web. Through the Collaborilla collaboration
service, Conzilla can be used for “distributed conceptual blogging”, where context-maps are constructed
collaboratively in different containers, with each participant in control of which containers to view and publish. This
approach makes it possible to reuse and extend concepts and concept-relations published by others, and to add
content and comments (metadata) to concepts, concept-relations and context-maps published by others. Hence it
becomes possible to perform bottom-up agreement- and disagreement management in the form of conceptual
calibration (Naeve 2005).
Confolio (www.confolio.org) is a semantic web based electronic portfolio system (Naeve et al., 2005). It is based on
the infrastructure Edutella (Nejdl et al., 2002) and the frameworks SCAM and SHAME (Palmér et al., 2004), and
treats metadata in a way that is consistent with the multi-purpose, subjective view on metadata introduced in
(Nilsson et al., 2002). The Confolio system contains a distributed opinion publication network, where each portfolio
owner can publish opinions on anything that has a publicly retrievable URI (Universal Resource Identifier). Such
opinions are directly visible on their “annotation target”, while at the same time being controlled by the
“opionionator” (annotator) and stored in her own Confolio. This has powerful implications on human interaction in
general, since it makes it “semantically machine-computable” – and hence more easily visible - how people actually
value their socially or commercially available resources. Such consumer opinion publication can build a qualitative
“selection pressure” on producers, working to enhance the ultimate quality of their product offerings (Naeve 2005).
Collaborative Adaptive Learning Platforms
These approaches lead to new collaborative and adaptive learning platforms (CALP) which neatly integrate elements
from social software use with the need for business oriented learning management systems for professional learning.
CALP aims at supporting life-long competence development and represents a fundamental shift toward a more
social, personalized, open, dynamic, and distributed model for learning. The main goals of CALP are on the one
hand to achieve the highly challenging task of personalized adaptive learning. That is, to place the learner at the
center, give her the control over the learning process and if possible deliver quality learning resources that are
tailored to the learner’s needs, preferences, interests, skills, learning goals, cultural background etc. On the other
hand, CALP needs to support collaborative knowledge creation and foster community building. In CALP a strong
emphasis has to be placed on personalization and collaborative work as the cornerstones of the learning process and
means to improvement, performance and effectiveness. The primary challenge of CALP is to support life-long
competence development by providing means to connect people to people as well as people to the right knowledge.
Evolving Web 2.0 concepts and social software technologies have the potential to achieve this challenge and
overcome many of the limitations of traditional learning models. CALP has to be based on these concepts and
technologies and need to encompass the following elements:
(a) Support for personal knowledge management (PKM). Blogs are great tools for personal knowledge
management. They help people organizing and exchanging their personal knowledge and the knowledge they
have acquired. In the corporate context, personal business blogs helps the dissemination of knowledge through
the organization and offer a platform where knowledge can be shared among employees by reading each other
blogs, giving feedback and linking to other entries found in a colleague’s blog or elsewhere in other learning
communities.
(b) Support for collaborative knowledge capturing, sharing, networking, and community building. Group blogs and
wikis for example are effective collaborative knowledge capture systems that support learning communities in
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(c)
(d)
(e)
(f)
(g)
(h)
(i)
(j)
(k)
designing, creating, reviewing, commenting, modifying, and posting learning objects as support for real time
collaboration and authentic learning experiences. In the corporate context, group business blogs offer an
opportunity to communicate with employees, suppliers, vendors and partners and provide an efficient way to
reach out to customers. Corporate wikis are also a means to connect to other people, share knowledge and form
learning communities. Furthermore, webfeeds and pod/vodcasts can be used as a communication medium
between employees, partners and customers.
Support for both top-down and bottom-up annotation schemes. The top-down scheme is basically based on
system-driven standard-compliant automatic metadata generation to enable indexing, storage, search, and
retrieval of appropriate learning assets and learning paths relevant for a specific learner or a group of similar
learners. The bottom-up scheme enables personal and collaborative annotation/tagging of learning resources and
fosters community building as users share, organize, discover, look for what others have tagged and find people
with same interests. Social tagging/bookmarking and folksonomies are good examples of bottom-up annotation
systems. Personal mark-up annotation also falls under this category. It allows the learner to annotate the content
much the way she would annotate on a paper. The annotations can be circles, lines, underlines, highlighting of
text, as well as writing freehand in the margins.
Support for distributed opinion publication networks - and other types of networks – based on Semantic Web
technologies. Such networks will be crucial in the community-specific bottom-up organization of tags that will
result in community-specific tag-ontologies - built on top of huge folksonomies of tags - for community-specific
purposes.
Support for access and search across content and metadata. A learner should be able to query remote distributed
learning asset repositories to quickly locate appropriate learning resources. This remote querying facility should
be as transparent as possible for the users: queries sent to the own machine are automatically sent to remote
repositories and the results are ranked globally and presented back to the user.
Support for personalized learning resource delivery through an intelligent adaptive engine, being able to connect
people to the right knowledge and deliver quality learning resources that are tailored to the learner’s preferences
and learning goals. The adaptation engine handles learner models, gives recommendations, and places the
learner at the center by giving her the chance to negotiate the learning experience and to evaluate this experience
afterwards.
Support for personal social networks (i.e. individual’s self-defined networks) to facilitate bottom-up
socialization, that is, help people build new relationships and enable them to join learning communities based on
their preferences.
Support for personalized expert/community retrieval. The idea is to connect people to people through content.
For example, by searching blog-based distributed communities via metadata and webfeeds and assessing the
blogger’s digital reputation (i.e. analyzing the feedback, comments and track backs to the blogger’s posts), it is
possible to identify experts inside or outside the organization with the required know-how that can help
achieving better results or persons who share the same interests.
Support for evaluation by quantifying and qualifying user experiences by joining HCI, social capital theory
(Granovetter 1973), social exchange theory and Actor-Network Theory (Latour 1998).
Social-topic networks: support for newcomers to integrate in a company. New employees are able to visualize
the social networks existing inside the company, immediately find the most representative person for a certain
topic and access the most important resources with respect to a certain subject.
Support for a distributed architecture. Service or Web Oriented Architecture (SOA & WOA) and Web Services
over protocols and specifications like WSDL, XML-RPC and SOAP (Gottschalk & Graham 2002) or
lightweight approaches like RSS, XML/HTTP, and REST enable new forms of social software applications.
The accessed microcontent can be remixed and multiple modular Web applications dynamically assembled to
create mashups (Chatti et al. 2006b).
Conclusions and Outlook
The PROLEARN network of excellence (Wolpers & Grohmann 2005) as well as the other EU financed projects
which have created the Professional Learning Cluster PRO-LC (http://www.professional-learning-cluster.org) have
recognised the importance of social software for professional learning. We have tried to illustrate our motivation and
give some theoretical background. From our experiences in previous and ongoing projects, we are motivated to
identify some systematic solutions for professional learning at the workplace. We have sketched some key
79
requirements for collaborative adaptive learning platforms. Evaluating such platforms by providing companies and
people tools for self-monitoring their behaviour in social networks is a great challenge. In the PROLEARN network,
we are committed to tackling this issue. We are organising a series of events around the topic of social software for
professional learners, aiming to bring together social software researchers and practitioners in an open space for indepth conversations about their work, possible trends, and visions. The topics covered include business perspectives
such as the potential of software tools for knowledge sharing and professional learning.
Two major critical success factors for life-long learning social software are high usability and good sociability, with
each of them comprising a set of criteria and measures (Preece 2001).There are inherent social-technical gaps that
seem unbridgeable (Ackerman 2000; Olson & Olson 2000), especially the issue of trust that is intricately related to
privacy and security. Some standardization efforts and initiatives have been undertaken (Law & Hvannberg 2007) to
address this tricky problem, but their actual impacts are yet to identify. There exist no standard ways to measure the
above attributes, making benchmarking studies especially difficult, if not impossible. Evaluation of social software is
very demanding, given the high variability in users, tasks and contexts. The extended period of interaction among
multiple and dynamic user groups may render the conventional, general evaluation methods inadequate. We deploy
cross-media dynamic social network tools (Klamma et al., 2006) within the framework of Actor-Network Theory
(Latour 1999) for monitoring and self-monitoring purposes of the affected communities. Digital social networks
change the agency of people by the visibility of ‘things’, how they are created and managed and framed in
discourses. The ‘cow paths’ in social software are results of unintended collective action. Put together the underlying
research question here is: How to quantify and qualify learner experiences in deploying social software?
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