A Digital Ecosystem for Learning

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A Digital Ecosystem for Learning by Mind Map: A Digital Ecosystem for Learning

1. Digital Literacies

1.1. Relationships of digital

1.2. Ethics

1.2.1. eSafety

1.2.2. Personal Identituy

1.2.3. Data Protectuion

1.3. 8Cs (Belshaw)

1.4. Civic

2. Content

2.1. Access

2.1.1. Open

2.1.1.1. Publc Domain

2.1.1.2. Creative Commons

2.1.1.3. OER

2.1.2. Closed

2.1.2.1. © Copyright

2.2. Create

2.2.1. Code

2.2.1.1. Web

2.2.1.2. Program

2.2.2. Media

2.2.2.1. Images

2.2.2.2. Moving Images

2.2.2.3. Text

2.3. Platform

2.3.1. YouTube Ecosystem

2.3.1.1. Video Manager

2.3.1.1.1. History

2.3.1.2. APIs

2.3.1.2.1. Subtitles

2.3.1.3. Editor

2.3.1.4. YouTube Edu

2.3.1.4.1. TedEd

2.3.2. Institutional

2.3.2.1. SociallLearn

2.3.2.2. JISC

2.3.2.3. Moodle

2.3.2.4. Institutional use of Facebook

2.3.2.4.1. pros

2.3.2.4.2. cons

2.4. Storage

2.5. Scalability

3. Networks

3.1. Local

3.1.1. VLE

3.1.1.1. Proprietary

3.1.1.1.1. Blackboard

3.1.1.2. Open

3.1.1.2.1. Moodle

3.1.1.2.2. Saki

3.1.2. Intranet

3.2. Internet

3.2.1. Broadcast

3.2.1.1. Lecture Streaming

3.2.1.2. Collablorate

3.2.2. Video Conferencing

3.2.2.1. Skype

3.2.2.2. Google Hangout

3.2.3. Web

3.2.3.1. Forums

3.2.3.2. Socially Enabled

3.2.3.2.1. Curation Tools

3.2.3.2.2. Blogs

3.2.3.2.3. Twitter

3.2.3.2.4. Google +

3.2.3.2.5. Facebook

3.2.3.2.6. Communities of Practice

3.2.3.2.7. Wikis

3.2.3.2.8. Slideshare

3.2.4. Data

3.2.4.1. Dropbox

3.2.4.2. Amazon

3.2.4.3. Google

3.2.4.3.1. GDrive

4. CONTEXT

4.1. Stage

4.1.1. Pre School

4.1.2. School

4.1.3. HE/FE

4.1.4. Adult

4.2. Spaces

4.2.1. Lecture

4.2.2. Class

4.2.3. Mobile

4.2.4. Studio

4.2.5. Personal/Home

4.2.6. Online

4.2.6.1. Institutional

4.2.6.1.1. VLE

4.2.6.2. Global

4.2.6.2.1. MOOC

4.2.6.2.2. Open

4.2.6.3. Collaborative

4.2.6.3.1. Wikis

4.3. Pedagogical Design

4.3.1. Stimulus

4.3.1.1. Empathy

4.3.1.2. Narrative

4.3.2. Investigation

4.3.2.1. Research

4.3.3. Analysis

4.3.3.1. Figurative

4.3.3.2. Representatation

4.3.3.3. Conceptual

4.3.4. Creation

4.3.4.1. Authoring

4.3.4.1.1. new creation

4.3.4.1.2. edit

4.3.4.1.3. remix

4.3.4.2. Collaboration

4.4. Branch of study

4.4.1. Arts

4.4.2. Humanitiies

4.4.3. STEM

4.4.3.1. Computer Science

5. Technologies

5.1. Internet Enabled

5.2. Tools

5.2.1. Selecting the tools

5.2.2. Affordances

5.2.2.1. Time Shift

5.2.2.1.1. video

5.2.2.2. Visualise

5.2.2.2.1. animations

5.2.2.2.2. inforgraphics

5.2.2.2.3. timelines

5.2.2.3. Deliver Content

5.2.2.4. Communicate

5.2.2.5. Create

5.2.2.5.1. Edit

5.2.2.5.2. Share

5.2.2.5.3. Capture

5.2.3. Mobile Technologies

5.2.3.1. Smartphones

5.2.3.2. Tablets

5.2.4. Capabilities of tools

5.2.4.1. Selecting

5.2.4.1.1. Tim o' Riordan will cover this in his presenation

5.2.4.2. Sustainability

5.2.5. Range and Scope

5.3. Social

5.3.1. Communities of Practice

5.3.1.1. Edmediashare

5.3.2. Collaboration

5.4. Acccesible

5.4.1. Open

5.4.2. Proprietary

6. Participants

6.1. Learners/ Students

6.2. Educators

6.3. Other Stakeholders

6.3.1. institiuition

6.4. Creators

6.4.1. Institutional

6.4.2. Individual

6.4.2.1. teacher

6.4.2.2. student

6.4.3. Commercial