Web 2.0 is a term used to describe a second generation of the World Wide Web that emphasizes user-generated content, usability, and interoperability. It allows users to interact and collaborate online by contributing user-created content through social media and virtual communities. Examples of Web 2.0 include social networking sites, blogs, wikis, video sharing sites, and web applications. David Gauntlett suggests that Web 2.0 has impacted access, ownership, power, and creativity by making media production equipment more accessible, giving audiences more control over what and when they consume media, and allowing ordinary people to produce and distribute content and have their voices heard.
Web 2.0 is a term used to describe a second generation of the World Wide Web that emphasizes user-generated content, usability, and interoperability. It allows users to interact and collaborate online as "prosumers" who both consume and create content. Examples of Web 2.0 include social media sites, blogs, wikis, video sharing sites, and web applications. Web 2.0 has given the public more access to media production tools and the ability to freely express themselves and share content online, competing with professional media. It has also increased user creativity and choice in how people access and engage with media.
Web 2.0 is a term used to describe a second generation of the World Wide Web that emphasizes user-generated content, usability, and interoperability. It allows users to interact and collaborate online by contributing user-generated content through social media and virtual communities. Examples of Web 2.0 include social networking sites, blogs, wikis, video sharing sites, and web applications. David Gauntlett suggests that Web 2.0 has shifted power from media institutions to audiences by giving users more control over creating and distributing content online. It has also made media creation more accessible through smaller and obtainable technologies.
Web 2.0 relies on user-generated content and user participation through social media and collaboration. It allows users to interact with each other online to share content and make changes collectively. Examples include social networks, blogs, wikis, and video sharing sites. Web 2.0 has impacted access to information and media, shifting power and ownership towards individual users and giving people new opportunities to be creative and communicate with broad audiences.
Web 2.0 is a term used to describe a second generation of the World Wide Web that focuses on user-generated content and allows people to collaborate and share information online. Some key aspects of Web 2.0 include social media sites that facilitate sharing, user-centered design, and participation. Examples include social networking sites, blogs, wikis, video sharing sites, and more. Web 2.0 has given the public more access, ownership and power over media by allowing anyone to create and distribute content online.
The document discusses Web 2.0, including:
- What Web 2.0 is, examples of Web 2.0 applications, and its impact.
- Web 2.0 emphasizes user-generated content, usability, and interoperability, allowing users to interact and collaborate as creators of content.
- Examples of Web 2.0 include social networking sites, blogs, wikis, and video sharing sites.
This document discusses and defines Web 2.0. It begins by asking what Web 2.0 is and provides examples of Web 2.0 applications. It then discusses the impact of Web 2.0 in decentralizing power and enabling more user creativity and participation online through user-generated content and social media. Key aspects of Web 2.0 include user interactivity, participation, and collaboration online.
Web 2.0 allows users to generate and share content online through social media and collaboration. It emphasizes user-generated content, usability, and interoperability between systems. Examples of Web 2.0 include social networking sites, blogs, wikis, video sharing sites, and other applications that allow users to interact and contribute online as "prosumers" who both consume and produce content.
Web 2.0 allows for high levels of user interaction and collaboration through user-generated content. It emphasizes participation, interoperability, and social media where users can interact with each other as both creators and consumers of content in virtual communities. Examples of Web 2.0 include social networking sites, blogs, wikis, video and photo sharing sites, and other collaboratively edited websites and applications.
Web 2.0 refers to websites that emphasize user-generated content and collaboration. It allows users to interact with each other as both creators and consumers of content in virtual communities. Examples of Web 2.0 include social media sites, blogs, wikis, and video sharing sites that empower users to both consume and produce content.
Web 2.0 relies on user-generated content and interactivity between users. It allows anyone with an internet connection to contribute content and updates. Examples of Web 2.0 applications include social networking sites, blogs, wikis, and video sharing sites that enable users to both consume and produce content. Web 2.0 has democratized the web by removing gatekeepers and giving more people a voice online through their ability to publish content.
The document discusses David Gauntlett's ideas about the shift from Web 1.0 to Web 2.0. Web 1.0 was static and only provided information to users, while Web 2.0 is more collaborative, participatory and creative as it allows users to upload, share, download and create content. Gauntlett argues that Web 2.0 platforms allow people to make and share their own media to represent themselves, rather than just being represented by traditional media. Examples mentioned include Wikipedia, YouTube, and personal video blogs. The document asks readers to provide examples that support Gauntlett's view of a more participatory digital culture and media landscape driven by user-generated content.
Web 2.0 refers to World Wide Web sites that emphasize user-generated content, usability, and interoperability. It allows users to interact and collaborate by creating and sharing content in a social media environment. Examples of Web 2.0 include social networking sites, blogs, wikis, and video and photo sharing sites. Web 2.0 has impacted access to information and media by democratizing the ability to create and distribute content, shifting power away from traditional gatekeepers. It has also enhanced creativity by empowering users to remix and build upon existing content.
The document discusses differing views on the impact of Web 2.0. David Gauntlett argues that Web 2.0 has created a more democratic media by empowering prosumers and challenging the dominance of media institutions. Andrew Keen counters that Web 2.0 has created cultural chaos by fostering a "cult of the amateur" that devalues professionals and expertise, with internet oligarchs replacing old media oligarchs. They disagree on whether the removal of gatekeepers will open media to greater democracy or devalue talent.
This document provides context and discussion points around the topic of media in the online age. It outlines four potential exam questions on how online media has developed, the impact of the internet on media production, how consumer behavior and audiences have been transformed, and the extent to which convergence has transformed media. It then discusses key concepts like the development of the internet and web, changing consumer behaviors and audiences, new business models, and debates around issues like piracy, censorship, control and ownership in the digital age.
Web 1.0 provided static information to users with no interaction, while Web 2.0 enables more collaboration and participation as it allows users to upload, share, download and create content. The document discusses how Gauntlett argues that Web 2.0 is less about traditional media and more about how individuals represent themselves through user-generated media, challenging Charles Leadbeater's views on the impact of Web 2.0. It also notes how Tim Berners-Lee intended the Internet to enable sharing and communication between users.
Web 2.0 describes websites that use more advanced technology than earlier static websites, allowing users to create and share their own content. This movement towards user-generated content has both advantages and disadvantages. The "power of the crowd" concept suggests that large groups of people can collectively decide what is best through crowd-sourcing and folksonomy techniques. Web 2.0 encourages community, collaboration and sharing through features like social media platforms. As more people use Web 2.0 tools, their value and ability to connect people increases - boosting the online economy and access to information. Content is generally open for people to share freely on the web.
Web 2.0 describes websites that emphasize user-generated content and interactivity between users through social media dialogue and collaboration. Examples include social networking sites, blogs, wikis, video sharing sites, and web applications that allow users to interact and share content. While Web 2.0 suggests improvements to the World Wide Web, it refers more to changes in how pages are made and used rather than technical specifications. Whether Web 2.0 fundamentally changed the Web or is just marketing jargon has been debated.
The document outlines key points from the book "Wikinomics" by Tapscott and Williams. It discusses four main principles of wikinomics: openness, peering, sharing, and acting globally. As an example, YouTube allows users to both upload and watch videos, enabling mass collaboration. While industries see peer sharing as copyright infringement, the authors argue it is a revolutionary tool according to their theory of wikinomics.
The document discusses the differences between Web 1.0 and Web 2.0. Web 1.0 provided information to users but did not allow for interaction, while Web 2.0 is more collaborative and participatory as it allows users to upload, share, download and create content. Tim O'Reilly coined the term "Web 2.0" to refer to using existing systems in new ways to bring people together creatively, such as Wikipedia which was created collectively by millions of visitors. David Gauntlett argues that with Web 2.0, people are able to represent themselves through user-generated content on sites like YouTube and Facebook, making media more about people than traditional media.
This document provides an overview of the evolution of Web 2.0. It discusses how the early Internet was dominated by large institutions and was more passive, but then home computers became cheaper, high-speed Internet became available, and businesses looked for new ways to engage users online. This led to the emergence of Web 2.0 in 2004, characterized by user-generated and interactive content. Examples mentioned include social networking sites like Facebook and Twitter, wikis like Wikipedia, and blogs. The document predicts that personalization and business involvement will be important to the future of Web 2.0.
KCB201 Week 7 際際滷cast: DIY Media and CollaborationAxel Bruns
油
The document discusses the emergence of DIY media and collaborative online communities across various domains such as open-source software, citizen journalism, and knowledge sharing platforms. It highlights the evolving roles of participants in content creation and the challenges DIY communities pose to traditional media industries. Key themes include the importance of collaboration, the impact of Web 2.0 technologies, and potential cooperation between industries and DIY communities.
The document provides a history and overview of Web 2.0. It discusses how the early internet was dominated by large institutions and was more passive, while Web 2.0 evolved to be more user-generated and interactive. Key aspects of Web 2.0 include users contributing content, the internet becoming more of a conversation, and examples like social networking sites, wikis, and blogs. The implications are that users can collectively create large pools of knowledge by sharing. Designers must now incorporate community involvement and new technologies that allow for data exchange. The future of Web 2.0 is predicted to include more personalization based on individual user contributions and businesses playing a key role through more interactive experiences.
Creative Commons is a non-profit organization that provides free copyright licenses to allow for the legal sharing and use of creative works. They offer standardized licenses that allow creators to choose how their work can be shared and used, from completely open to allowing only non-commercial uses. Major companies, universities, and artists use Creative Commons licenses to make their works more openly available while still maintaining some control over how they are used.
The document defines several key Web 2.0 and social media concepts: Web 2.0 allows for easier connection and content sharing between people through collective contribution across many devices; user-generated content includes any media like posts, tweets, blogs created by online users; a prosumer both consumes and produces media like watching and uploading videos on YouTube; gatekeeping filters information for different forms of communication like relevance in news reports; crowd-sourcing sources ideas from online communities rather than employees like feedback on Starbucks; and crowd-funding raises small amounts of money from individuals online to finance new businesses like a art institute through social media.
The document discusses the history and evolution of social media and the internet. It defines social media as media that users can post and interact with in different forms like forums, blogs, and social networking sites. It then outlines some of the key developments in internet technology that led to the rise of social media, including the ARPANET in the 1970s, early office applications and web browsers in the 1980s and 1990s, and the introduction of user-generated content. The document also defines Web 2.0 as the transition to a more interactive and collaborative internet that emphasizes online sharing between users.
David Gauntlett is a British sociologist and media theorist who specializes in studying contemporary media audiences and the role of digital media in self-identity. He argues that classic media studies fails to account for how audiences can now also be producers through websites like YouTube. Gauntlett proposes reworking audience studies to regard media users as both producers and consumers. He believes digital media is changing experiences of media and allowing for more individualized expressions of identity that are less confined by traditional norms.
This document provides an overview of key concepts from the book "Wikinomics" by Don Tapscott and Anthony Williams. It outlines three main learning objectives: 1) to consider issues relating to Web 2.0, 2) to understand the concept of "wikinomics", and 3) to examine benefits and difficulties of wikinomics. Key terminology from the book is defined, such as "peering", "prosumers", and concepts related to the democratization of media through user participation and peer production. Examples are given of early peer-produced projects like Linux, Wikipedia, and MySpace that showed the potential of mass collaboration online.
This document provides an overview of media language and semiotics. It defines key terms like semiotics, signifier, signified, denotation, and connotation. It explains that semiotics examines how signs construct meaning and involves analyzing both the literal/denotative meaning and associated/connotative meanings of signs. The document also discusses Roland Barthes' views on how signs operate on denotative and connotative levels and can encode particular messages and ideologies, which he referred to as "myths."
This document discusses representation in media texts and how to analyze representations. It defines representation as how groups, events, places or social changes are portrayed in media. Representations offer a version of reality but are subjective and constructed rather than objective. The document outlines Richard Dyer's 4 key points for analyzing representations: 1) What is represented 2) How it represents social groups 3) Who is responsible 4) Audience response. It also discusses theorists Stuart Hall and how representations rely on stereotypes that can subordinate groups.
Web 2.0 allows for high levels of user interaction and collaboration through user-generated content. It emphasizes participation, interoperability, and social media where users can interact with each other as both creators and consumers of content in virtual communities. Examples of Web 2.0 include social networking sites, blogs, wikis, video and photo sharing sites, and other collaboratively edited websites and applications.
Web 2.0 refers to websites that emphasize user-generated content and collaboration. It allows users to interact with each other as both creators and consumers of content in virtual communities. Examples of Web 2.0 include social media sites, blogs, wikis, and video sharing sites that empower users to both consume and produce content.
Web 2.0 relies on user-generated content and interactivity between users. It allows anyone with an internet connection to contribute content and updates. Examples of Web 2.0 applications include social networking sites, blogs, wikis, and video sharing sites that enable users to both consume and produce content. Web 2.0 has democratized the web by removing gatekeepers and giving more people a voice online through their ability to publish content.
The document discusses David Gauntlett's ideas about the shift from Web 1.0 to Web 2.0. Web 1.0 was static and only provided information to users, while Web 2.0 is more collaborative, participatory and creative as it allows users to upload, share, download and create content. Gauntlett argues that Web 2.0 platforms allow people to make and share their own media to represent themselves, rather than just being represented by traditional media. Examples mentioned include Wikipedia, YouTube, and personal video blogs. The document asks readers to provide examples that support Gauntlett's view of a more participatory digital culture and media landscape driven by user-generated content.
Web 2.0 refers to World Wide Web sites that emphasize user-generated content, usability, and interoperability. It allows users to interact and collaborate by creating and sharing content in a social media environment. Examples of Web 2.0 include social networking sites, blogs, wikis, and video and photo sharing sites. Web 2.0 has impacted access to information and media by democratizing the ability to create and distribute content, shifting power away from traditional gatekeepers. It has also enhanced creativity by empowering users to remix and build upon existing content.
The document discusses differing views on the impact of Web 2.0. David Gauntlett argues that Web 2.0 has created a more democratic media by empowering prosumers and challenging the dominance of media institutions. Andrew Keen counters that Web 2.0 has created cultural chaos by fostering a "cult of the amateur" that devalues professionals and expertise, with internet oligarchs replacing old media oligarchs. They disagree on whether the removal of gatekeepers will open media to greater democracy or devalue talent.
This document provides context and discussion points around the topic of media in the online age. It outlines four potential exam questions on how online media has developed, the impact of the internet on media production, how consumer behavior and audiences have been transformed, and the extent to which convergence has transformed media. It then discusses key concepts like the development of the internet and web, changing consumer behaviors and audiences, new business models, and debates around issues like piracy, censorship, control and ownership in the digital age.
Web 1.0 provided static information to users with no interaction, while Web 2.0 enables more collaboration and participation as it allows users to upload, share, download and create content. The document discusses how Gauntlett argues that Web 2.0 is less about traditional media and more about how individuals represent themselves through user-generated media, challenging Charles Leadbeater's views on the impact of Web 2.0. It also notes how Tim Berners-Lee intended the Internet to enable sharing and communication between users.
Web 2.0 describes websites that use more advanced technology than earlier static websites, allowing users to create and share their own content. This movement towards user-generated content has both advantages and disadvantages. The "power of the crowd" concept suggests that large groups of people can collectively decide what is best through crowd-sourcing and folksonomy techniques. Web 2.0 encourages community, collaboration and sharing through features like social media platforms. As more people use Web 2.0 tools, their value and ability to connect people increases - boosting the online economy and access to information. Content is generally open for people to share freely on the web.
Web 2.0 describes websites that emphasize user-generated content and interactivity between users through social media dialogue and collaboration. Examples include social networking sites, blogs, wikis, video sharing sites, and web applications that allow users to interact and share content. While Web 2.0 suggests improvements to the World Wide Web, it refers more to changes in how pages are made and used rather than technical specifications. Whether Web 2.0 fundamentally changed the Web or is just marketing jargon has been debated.
The document outlines key points from the book "Wikinomics" by Tapscott and Williams. It discusses four main principles of wikinomics: openness, peering, sharing, and acting globally. As an example, YouTube allows users to both upload and watch videos, enabling mass collaboration. While industries see peer sharing as copyright infringement, the authors argue it is a revolutionary tool according to their theory of wikinomics.
The document discusses the differences between Web 1.0 and Web 2.0. Web 1.0 provided information to users but did not allow for interaction, while Web 2.0 is more collaborative and participatory as it allows users to upload, share, download and create content. Tim O'Reilly coined the term "Web 2.0" to refer to using existing systems in new ways to bring people together creatively, such as Wikipedia which was created collectively by millions of visitors. David Gauntlett argues that with Web 2.0, people are able to represent themselves through user-generated content on sites like YouTube and Facebook, making media more about people than traditional media.
This document provides an overview of the evolution of Web 2.0. It discusses how the early Internet was dominated by large institutions and was more passive, but then home computers became cheaper, high-speed Internet became available, and businesses looked for new ways to engage users online. This led to the emergence of Web 2.0 in 2004, characterized by user-generated and interactive content. Examples mentioned include social networking sites like Facebook and Twitter, wikis like Wikipedia, and blogs. The document predicts that personalization and business involvement will be important to the future of Web 2.0.
KCB201 Week 7 際際滷cast: DIY Media and CollaborationAxel Bruns
油
The document discusses the emergence of DIY media and collaborative online communities across various domains such as open-source software, citizen journalism, and knowledge sharing platforms. It highlights the evolving roles of participants in content creation and the challenges DIY communities pose to traditional media industries. Key themes include the importance of collaboration, the impact of Web 2.0 technologies, and potential cooperation between industries and DIY communities.
The document provides a history and overview of Web 2.0. It discusses how the early internet was dominated by large institutions and was more passive, while Web 2.0 evolved to be more user-generated and interactive. Key aspects of Web 2.0 include users contributing content, the internet becoming more of a conversation, and examples like social networking sites, wikis, and blogs. The implications are that users can collectively create large pools of knowledge by sharing. Designers must now incorporate community involvement and new technologies that allow for data exchange. The future of Web 2.0 is predicted to include more personalization based on individual user contributions and businesses playing a key role through more interactive experiences.
Creative Commons is a non-profit organization that provides free copyright licenses to allow for the legal sharing and use of creative works. They offer standardized licenses that allow creators to choose how their work can be shared and used, from completely open to allowing only non-commercial uses. Major companies, universities, and artists use Creative Commons licenses to make their works more openly available while still maintaining some control over how they are used.
The document defines several key Web 2.0 and social media concepts: Web 2.0 allows for easier connection and content sharing between people through collective contribution across many devices; user-generated content includes any media like posts, tweets, blogs created by online users; a prosumer both consumes and produces media like watching and uploading videos on YouTube; gatekeeping filters information for different forms of communication like relevance in news reports; crowd-sourcing sources ideas from online communities rather than employees like feedback on Starbucks; and crowd-funding raises small amounts of money from individuals online to finance new businesses like a art institute through social media.
The document discusses the history and evolution of social media and the internet. It defines social media as media that users can post and interact with in different forms like forums, blogs, and social networking sites. It then outlines some of the key developments in internet technology that led to the rise of social media, including the ARPANET in the 1970s, early office applications and web browsers in the 1980s and 1990s, and the introduction of user-generated content. The document also defines Web 2.0 as the transition to a more interactive and collaborative internet that emphasizes online sharing between users.
David Gauntlett is a British sociologist and media theorist who specializes in studying contemporary media audiences and the role of digital media in self-identity. He argues that classic media studies fails to account for how audiences can now also be producers through websites like YouTube. Gauntlett proposes reworking audience studies to regard media users as both producers and consumers. He believes digital media is changing experiences of media and allowing for more individualized expressions of identity that are less confined by traditional norms.
This document provides an overview of key concepts from the book "Wikinomics" by Don Tapscott and Anthony Williams. It outlines three main learning objectives: 1) to consider issues relating to Web 2.0, 2) to understand the concept of "wikinomics", and 3) to examine benefits and difficulties of wikinomics. Key terminology from the book is defined, such as "peering", "prosumers", and concepts related to the democratization of media through user participation and peer production. Examples are given of early peer-produced projects like Linux, Wikipedia, and MySpace that showed the potential of mass collaboration online.
This document provides an overview of media language and semiotics. It defines key terms like semiotics, signifier, signified, denotation, and connotation. It explains that semiotics examines how signs construct meaning and involves analyzing both the literal/denotative meaning and associated/connotative meanings of signs. The document also discusses Roland Barthes' views on how signs operate on denotative and connotative levels and can encode particular messages and ideologies, which he referred to as "myths."
This document discusses representation in media texts and how to analyze representations. It defines representation as how groups, events, places or social changes are portrayed in media. Representations offer a version of reality but are subjective and constructed rather than objective. The document outlines Richard Dyer's 4 key points for analyzing representations: 1) What is represented 2) How it represents social groups 3) Who is responsible 4) Audience response. It also discusses theorists Stuart Hall and how representations rely on stereotypes that can subordinate groups.
This document provides an introduction to key concepts in media language and film editing. It defines and discusses various elements of editing including shot order and choice, continuity, transitions, shot duration/pace and rhythm, and special effects. Specific techniques are explained such as establishing shots, the 180 degree rule, shot-reverse-shot, eyeline matches, and match on action. The meaning and effects created by different transitions like fades, dissolves, and wipes are also covered. The document stresses that editing controls what information is revealed to both characters and audiences.
The document introduces key concepts about sound in media. It divides sound into two categories: diegetic sound that comes from within the world of the film, like dialogue and ambient noise, and non-diegetic sound that does not have a visible on-screen source, like theme music. Sound helps create meaning by enhancing emotion, conveying character psychology, and setting location and period. Key terminology includes soundtrack, theme music, sound effects, ambient sound, dialogue, voiceover, sound bridges, parallel sound, and contrapuntal sound.
This document provides an introduction to key concepts in media language and film editing. It defines and discusses various elements of editing including shot order, continuity, transitions, shot duration/pace and rhythm, and special effects. Specific techniques are explained such as establishing shots, the 180 degree rule, shot/reverse shot, eyeline match, and match on action. The meaning and effects of different transitions like fades, dissolves and wipes are also covered. The document emphasizes that editing controls what information is revealed to both characters and the audience.
This document discusses key concepts of camerawork in media including camera angles (eye level, high, low, Dutch), camera movement (pan, tilt, track, crane, handheld, zoom), framing and shot size (extreme long shot to extreme close up), composition using the rule of thirds, and depth of field (selective focus, deep focus, and pull focus). Specific films are referenced to illustrate different camera techniques.
This document discusses the evolution of film conventions from early films to modern examples. It begins by having the reader watch two early films from 1897 and 1903 to see basic conventions and note differences between them. Then it has the reader watch clips from 2012 and 2009 films and compare them to the earlier films, noting how filming and editing techniques provide more character insight and impact the audience. The goal is to analyze how techniques have developed over time to influence meaning for viewers.
This document provides an introduction to the concept of mise-en-sc竪ne in media studies. It defines mise-en-sc竪ne as the visual elements within a scene or frame that communicate information to the audience. The six elements of mise-en-sc竪ne are identified as settings, props, costumes, performance/facial expressions, character positioning, and lighting/color. Examples are given for each element to illustrate how they are used to convey meaning and manipulate audience perceptions. Students are then asked to analyze a short film clip, paying attention to how these various mise-en-sc竪ne elements are employed.
This document outlines Richard Dyer's framework for analyzing representations, which involves considering: 1) What is represented in terms of characters, subject matter, and place? 2) How are social groups represented and what ideologies does this reinforce? 3) Who is responsible for the representations? 4) What meaning might audiences take from the representations? It encourages analyzing representations of age, gender, sexuality, ethnicity and other attributes, and whether they rely on stereotypes or countertypes. It also discusses how representations can legitimize inequality and influence how social groups are seen.
This document provides a test on narrative theory concepts. It asks questions about the definition of narrative, Bordwell and Thompson's approach, the difference between the story and plot, types of narrative structures like linear and non-linear, and concepts like ellipsis and action cues that Roland Barthes introduced to analyze how films generate audience interest.
The document discusses different approaches to analyzing narratives in films. It distinguishes between plot, which is everything explicitly shown on screen, and story, which also includes events that are implied but not directly shown. Good narrative analysis considers the wider story rather than just the plot. It also discusses how narratives use techniques like restricted perspectives, ambiguity, and enigma codes to engage audiences and leave them with questions about the story.
This document provides guidance for exam preparation on the topic of research and planning skills for media production. It begins by listing different areas of skills development that could be asked about, including research and planning. It then focuses on defining and providing examples of research versus planning. Research involves analyzing real media texts, audiences and technical aspects, while planning encompasses developing ideas, storyboarding, scheduling and organizing a production. The document prompts reviewing one's portfolio and production work to evaluate how research and planning skills developed between AS and A2 levels, noting any improvements that allowed for better creative decision making and production quality over time.
1. This document outlines a marking scheme for a question assessing candidates' ability to summarize their progress and use of digital technology over time.
2. The marking scheme has 4 levels, with level 4 earning 21-25 marks for a clear, fluent, and articulate response using specific examples and excellent terminology. Level 3 earns 16-20 marks for a good response with a clear description and evaluation.
3. Level 2 earns 10-15 marks for a mostly clear response with a narrow range of examples and limited discussion of progress. Level 1 earns 0-9 marks for a descriptive response with little evaluation and partly relevant examples.
Q1a digital technology lesson activitiesLiz Davies
油
This document provides guidance for students on developing a skills assessment and essay on digital technology skills. It includes activities for mapping skills, creating a timeline of media productions, and evaluating skill development over time. Students are prompted to consider their current skill level, productions worked on, and key skills learned from each. They are also given guidance on structuring a five paragraph essay responding to an exam question about how their digital technology skills developed and contributed to creative decision making, with examples from their coursework and other productions.
Q1a digital technology lesson activitiesLiz Davies
油
The document provides guidance for students to complete activities to develop and document their digital technology skills for media production. The activities include:
1) Creating a mind map of their digital technology skills, including specific skills others may not have, and scoring points for unique skills.
2) Creating a timeline of all media productions during and outside of college, noting the main digital technology skill developed in each production and providing an example.
3) Using the notes from the activities to write an essay describing how their skills developed over time and evaluating how these skills contributed to their creative decision making, referring to examples.
This document discusses cross media convergence and synergy. Cross media convergence involves operating across different media platforms, such as an artist working in multiple mediums. It creates synergy when products or services coming together generate mutual benefit through cross promotion and new revenue streams. Music videos are an example of cross media convergence, becoming an important promotional product for artists to generate more opportunities across media.
Crowdfunding involves raising money from many people who each contribute a small amount, typically online, to fund a project or venture. It is a form of crowdsourcing, which is obtaining services, ideas, or content from a large online group rather than traditional employees. Many musicians and artists have used crowdfunding successfully to raise funds and awareness for their work.
The document provides prompts for a presentation about a person's own music consumption. It includes questions about the types of music they enjoy, how they access and purchase music either physically or digitally, the devices and services used to listen to music, and habits around listening to live music events. It also prompts the creator to survey others on some of the same questions and compare their own experiences to the results.
Media in the online age research & presentation task 2017Liz Davies
油
This document outlines a research and presentation task for students to complete in small groups on various media companies and web services. Each group will research the history and developments of companies like Google, YouTube, Facebook, Twitter, or Wikipedia. The presentations should provide an overview of the company's history, including what their website looked like over the years, key changes and acquisitions, user numbers, and current valuation.
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15 June 2025 PS - 15 June 2025 PS - 15 June 2025 PS -ssuser787edf
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Web 2.0 2018 Class 2B
1. Web 2.0
What is it?
What impact has it had?
Examples of Web 2.0 applications?
2. Defining Web 2.0
Web 2.0 is the term given to
describe a second generation of
the World Wide Web that is focused
on the ability for people to
collaborate and share information
online.
3. Defining Web 2.0
Web 2.0 describes World Wide Web sites that emphasize user-
generated content, usability, and interoperability.
Web 2.0 technologies facilitate participatory information sharing,
interoperability, user-centered design and collaboration on the
World Wide Web.
A Web 2.0 site allows users to interact and collaborate with each
other in a social media dialogue as creators (prosumers) of user-
generated content in a virtual community, in contrast to websites
where users (consumers) are limited to the passive viewing of
content that was created for them.
Examples of Web 2.0 include social networking sites, blogs, wikis, video sharing sites,
hosted services, web applications, mash-ups and folksonomies.
Wikipedia is quite useful here for a fuller understanding:
4. David Gauntlett
David Gauntlett - Media and everyday life video
Xtra normal on David Gauntlett made by Reigate College
students
Working with the people next to you, list 3 main points you can
take from Gauntletts video.
5. What does Gauntlett suggest about the
impact of Web 2.0?
Consider: Access, Ownership, Power, Creativity
In the past, media had a more dominant
role, audiences had to fit around schedules
set by media institutions. The web is much
more accesible than before and it us up to
the audience when, where and how they
want to use it.
He saw web 1.0 as individual gardens where
as he sees web 2.0 an allotement which
everyone contributes to (Web can now be
seen as a collaboration - created by users
contributing in a social media dialogue)
In the past the media was more dominant
and media institutions considered as
"gods" who are more in control of the
production and distribution of content,
whereas now the people have become
prosumers (audience/users empowered).
Users have much more power over media
platforms, e.g. social media - based on users
content.
A resurgence in the pleasure in making
things - 'making is connecting'.
6. Activities
1. Go to YouTubes homepage, what kind of
videos are featured? What does this suggest
about how things have changed since David
Gauntlett published his video in 2008?
2. Go to https://web.archive.org/ and look up
some websites (perhaps YouTube) and see
what they were like in the past.
7. Michael Wesch
Wesch video - Web 2.0 ... The Machine is Us/ing
Us
Discuss with the people next to you, what
stands out from this video.
Summarise one key point.