Towards the end of last year, Dr Ruth Martinez published her book “SLoodle. Conexión de Entornos de Aprendizaje“. The book is in Spanish (obviously!), so I can’t really say too much about the contents, but I asked Ruth for some more information the book. With SLOODLE having been such a large part of my academic life for a few years, I’m always glad to hear of successes (or even failed attempts) at using it, and great to see this book appearing.
You can purchase the book from Editorial UOC, Ruth’s synopsis follows…
The purpose of this book is to highlight as an example of mashup, the Sloodle project. This project was initially developed as the integration of a system of learning management (LMS) such as Moodle and Virtual World (Second Life) and has since evolved into a Distance Learning Environment oriented to objects linked to a simulation.
By the middle of the year 2000 several studies and analyses predicted a rapid growth and widespread adoption of virtual worlds (MUVEs). Excessive enthusiasm and critical evaluation in this period was perhaps inevitable because of what is known as the hype cycle in relation to any experience with the emerging technology. In this context no emerging technology is disruptive in itself, but rather it integrates with others creating new ecosystems with its own life and evolution.
Once the moment of big expectations has passed, it is possible to perform a retrospective of its evolution in order to know the general view from which we started, which looms varied and uncertain and from this, imagine possible futures or the future that we can create.
Are the mashups that permit the combination of data and content in multiple formats, the type of tools that allow for the creation of bridges towards an education that responds to the needs of a changing society?
This present moment offers us a chance to reflect on what was promised but didn’t turn out that way, what was predicted as a trend and is now unavailable, that apart from the emergence of a new technology that can enrich new ways of learning, what remains behind is creativity and innovation, which can manifest in a variety of ways, including methodologies, processes and design activities.
Technology is useful depending on the use we make of it. In a context of changing collaborative and distributed knowledge, it is necessary to promote the use of technology from the creative perspective that encourages students to be active creators of the learning process and discover the tool or tools that can help them achieve their learning objectives.
Ruth Martínez López works as Technologist R&D, elearning project management and consultant in Educational Innovation and training in Emerging Technologies. In 2010 her entrepreneurial spirit led her to create ELEARNING3D, a Strategic Consulting in Educational Innovation, in the areas of serious games and 3D virtual worlds. Currently, she combines her professional activity with new entrepreneurial projects and the completion of her doctoral thesis related to learning activities design. Twitter: @aureamemotech