Collaboration 2.0 :: January 21, 2009


  • Communities of Learners Redefined: Customized Networks That Impact Learning

    Those educators among us who are familiar with constructivist and constructionist models of learning understand the impact that social learning theory has had on the field. Likewise those of us who are familiar with the application of new technology in learning understand that customization (or "the user") is what drives every structure, every program, and every software function. More


  • Adobe Rolls Out eLearning Suite

    Adobe has debuted its new eLearning Suite, a system designed to facilitate courseware authoring, media editing, and the creation of other learning materials. The company has also launched Captivate 4, an upgrade to its eLearning content authoring tool. More
  • Collaborative Writing Site MixedInk Launches

    MixedInk, a free online collaborative writing site, has publicly launched. The idea is to allow groups of people to compose their ideas into a collective text, such as reviews, blog posts, and news articles. More
  • Plagiarism Checker Works with Peer Student Revision Tool

    Oshkosh Area School District in Wisconsin is testing a suite of tools from iParadigms, which produces, a Web site that tests for plagiarism. Using the Turnitin service, called WriteCycle, Oshkosh West High School teachers can collect student papers electronically and submit them for analysis against an ever-evolving database containing millions of journals, periodicals, student papers, and other possible resources. More
  • FunnelBrain Introduces Online Collaboration to Academic Q&A, an academic question and answer site that provides an environment for collaborative online learning, has gone into private beta testing. On the site students work in teams to create review questions and answers, paired with video explanations, for academic subjects. More
  • SIIA To Release Educational Gaming Best Practices Guide

    The Software & Information Industry Association (SIIA) this month will release three new reports detailing attitudes toward 21st century learning, best practices for using games and simulations in schools, and trends surrounding mobile devices and online learning. More