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NI - Midterm 1

● Wiki: A website where anyone can edit and contribute information.


○ wikipedia
● Social bookmarking: Websites where users can save and share links to web pages they find useful.
○ pinterest, reddit
● Social networking: Online platforms where people connect and share personal information with
others.
○ facebook, twitter, linkedin, instagram
● Blog: An online journal where individuals share their personal experiences, thoughts, and interests.
○ Blogger
● Captcha: A distorted image of letters and numbers used to verify that a user is human and not a
computer program.
○ When signing up for an account or submitting a form online, you may encounter a distorted
image of letters and numbers that you must type correctly to prove you're human and not a
computer program
● Podcast: Recorded audio or video programs that can be downloaded and listened to or viewed on
computers or mobile devices.
○ tito podcast, skyfam podcast, ali abdaal podcast, jay shetty podcast
● Folksonomy: A system where users collaboratively assign keywords or tags to classify content.
○ flickr
● Mash-ups: Combining elements from different sources, like data or media, to create a new integrated
experience.
○ google maps (combining mapping data with other data sources such as restaurant reviews or
traffic information to create a new integrated experience)

WEB 2.0
Web 2.0 technology refers to internet applications that enable sharing and collaboration among users,
allowing them to express themselves online. Tim O'Reilly described it as a business revolution caused
by the shift to the internet as a platform, with a focus on understanding the rules for success in this
new environment.

It represents an improved version of the World Wide Web, marked by the transition from static to dynamic
or user-generated content, as well as the rise of social media. Web 2.0 encompasses rich web
applications, web-oriented architecture, and the social web. It involves changes in how web pages are
designed and used by users, without necessarily altering technical specifications.

Examples of Web 2.0 applications

● hosted services (Google Maps) - offering mapping and location services that users can access
through their web browsers
● Web applications (Google Docs, Flickr) - software programs that users can access and use entirely
through their web browsers.
● Video sharing sites (YouTube) - Web 2.0 saw the emergence of video sharing sites, where users can
upload, view, and share videos with others online. YouTube is the most prominent example,
revolutionizing the way people consume and share video content on the internet.
● wikis (MediaWiki), blogs (WordPress) - Web 2.0 encouraged user-generated content and
collaboration, leading to the popularity of wikis and blogs. Wikis like MediaWiki allow multiple users to
collaboratively create and edit content, while platforms like WordPress enable individuals to publish
their own blogs and share their thoughts and experiences with a global audience.
● social networking (Facebook) - Web 2.0 emphasized social interaction and networking, giving rise to
social networking platforms like Facebook. These platforms enable users to connect with friends and
family, share updates and media, and participate in online communities.
● Microblogging (Twitter) - Microblogging platforms like Twitter emerged as a new form of social
networking, allowing users to share short, concise updates with their followers in real-time. Twitter's
character limit encourages brevity and quick communication, facilitating rapid information sharing and
conversation.
● Podcasting (Podcast Alley) - Web 2.0 facilitated the creation and distribution of multimedia content,
including podcasts. Podcasting platforms like Podcast Alley provide a platform for users to create,
publish, and share audio content on a wide range of topics, contributing to the democratization of
media production and consumption.

Web 1.0 - In the early days of the Internet, websites were primarily static and served as digital brochures
or information repositories. Users could browse through pages of content, but interaction was limited to
clicking on hyperlinks to navigate between pages.

Web 2.0 - Web 2.0 platforms enable users to actively participate in the creation and sharing of content. A
social media platforms like Facebook or Twitter. Users can not only consume content shared by others but also
create their posts, share articles or videos they find interesting, comment on posts, and engage in discussions
with other users. Additionally, platforms like Wikipedia allow users to collaboratively create and edit articles,
democratizing the process of knowledge-sharing and creation.

Advantages of Web 2.0

1. Availability → Accessible anytime, anywhere with an internet connection, offering flexibility and
convenience.
2. Multimedia Variety → Supports various forms of media such as text, images, videos, and audio,
enhancing the learning experience with diverse content formats.
3. Ease of Use → Intuitive interfaces and user-friendly design make navigation and interaction
straightforward for learners of all levels.
4. Active Learning → Facilitates active participation and engagement, allowing learners to contribute,
collaborate, and construct knowledge actively.
5. Dynamic Learning Communities → Enables the creation of vibrant online communities where
learners can interact, share ideas, and collaborate on projects, fostering a sense of belonging and
collective learning.
6. User Empowerment → Empowers users to become authors and editors, promoting a culture of
contribution and accountability. Changes and edits are tracked, ensuring transparency and
accountability in content creation.
7. User-Friendly → Intuitive interfaces and straightforward tools make it easy for users to navigate and
contribute without requiring advanced technical skills.
8. Immediate Updates → Changes and updates to content are immediate, providing the most up-to-date
information for learners and researchers.
9. Rich Source of Information → Offers a plethora of resources and references, expanding the pool of
knowledge available for research and learning purposes.
10. Real-Time Discussion → Facilitates real-time communication and discussion among users, promoting
collaboration, exchange of ideas, and peer learning in a dynamic virtual environment.

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