Education 1.0 was characterized by a teacher lecturing from
the front of the classroom and scribbling on a chalkboard while students were
primarily observers and listeners. 
Education 2.0 took those traditional teaching methods and
replaced chalkboards and filing cabinets with personal computers, digital
projectors, educational software, and data systems— allowing for massive data
collection, as well as some curricular changes and economies of scale. In other
words, schools added computer labs and other technologies to their instruction,
but they didn’t make those tools a vital, transformational part of the
curriculum; for the most part, teachers still imparted knowledge from the front
of the class, and students still listened and took notes.
Education 2.0
begins the transition to a new educational paradigm based on knowledge
production and innovation production, the appropriate engines for viable 21st
Century economies. 
Education 3.0, which empowers students to produce, not merely to consume,
knowledge. Education 3.0 is made possible by Education 2.0 (Internet-enabled
learning), and by centuries of experience with memorization (Education 1.0). Education
3.0 substitutes this “just in case” memorization with skills for designing
their futures in a society that is increasingly dependent on imagination,
creativity and innovation. Education 2.0 is a necessary foundation for
Education 3.0. World-wide, productivity through 2.0 “open sourcing” creates
“pushes” toward involvement in innovation. 
Education 3.0 is to take a holistic approach in which technology is as important a
part of instruction as the teachers and the lesson plans, and where all three
pieces work together seamlessly. Education 3.0, its evangelists say, creates a transformational,
hands-on learning environment that help motivate students to develop the skills
and knowledge they’ll need in the modern world: problem solving, critical
thinking, innovation, business literacy, and collaboration.
Education 3.0 is
qualitatively different incarnations that build upon Education 2.0 information
sourcing capabilities and, to a lesser extent, the memorization habits of
Education 1.0. We realize that most of the world’s education is at the l.0
level, and that only a fraction of world education is “officially” moving
toward Education 2.0 despite the fact that students often attempt to Leapfrog
beyond 1.0, if only – and often by necessity - outside the classroom. 
Education 1.0
and 2.0 did not focus as much on the
real-world skills that students need. You clearly need to design curriculum and
teaching and learning practices and use technology to develop those skills in
your students. Education 3.0, it’s more about holistic transformation. This
transformation must start with student instruction in mind: Curriculum teams need
to develop lesson plans that incorporate technology as an essential component, and
one that enables a hands-on, project-based approach to instruction—making whatever
adjustments to the classroom environment are necessary. School districts must
set up technology-planning teams to assess their current technology, staffing, and
workflow, then build a forward-looking technology plan and maintain it.
Students must have access to basic technology tools, such as word processing and
spreadsheets, as well as always-on connectivity. Teachers—trained properly in
the use of new tools and technology to help guide instruction—must select
up-to-date content from online resources and edit digital content to
personalize the curriculum for each student. And all of this should be
standardized across the district to maintain a consistent vision and minimize
costs and complexity.
|  | 
| Figure 1 Transformation of Education | 
Table
1 Comparison between Education 1.0, 2.0
and 3.0
| 
“Download”
   Education 
1.0 | 
“Open
   Access” Education 
2.0 | 
Knowledge
   Producing Education 
3.0 | |
| 
Meaning is…  | 
Dictated  | 
Socially constructed, with aid of (usually
  limited) Internet access | 
Socially constructed and contextually
  reinvented knowledge | 
| 
Technology is…  | 
Confiscated at the classroom door (digital
  refugees) | 
Cautiously adopted open access (digital
  immigrants)  | 
Everywhere (digital natives in a digital
  universe) for ubiquitous knowledge construction and transmission | 
| 
Teaching is done … | 
Teacher to student  | 
Teacher to student and student to student
  (progressivism); Internet resources are a normal part of learning activities | 
Teacher to student, student to student,
  student to teacher, people-technology-people (co-construction of knowledge) | 
| 
Schools are located… | 
In a building (brick) | 
In a building or online (brick and click),
  but increasingly on the Web throughhybrid and full internet courses | 
Everywhere in the “creative society”
  (thoroughly infused into society: cafes, bowling alleys, bars, workplaces,
  etc.) | 
| 
Parents view schools as… | 
Daycare  | 
Daycare with an laboratory edge, provided
  by open access and gradual movement toward project-based learning | 
Places for students to create knowledge,
  and for which parents may provide domestic, volunteer, civic, and fiscal
  forms of support | 
| 
Teachers are… | 
Licensed Professionals | 
Licensed Professionals who team with
  students, parents and others to (gradually) create more interesting class
  experiences | 
Everybody, Everywhere, backed up by
  wireless devices designed to provide information raw material for knowledge
  production | 
| 
Hardware and software in schools… | 
Are purchased at great cost and ignored | 
Are open source and available at lower
  cost, permitting open access “on the cheap” and beyond school premises and
  time frames | 
Are available at low cost and are used
  purposively, for the selective production of knowledge  | 
| 
Industry views graduates as… | 
Line workers who must be trained and from
  whom little created is expected | 
A workers marginally or ill-prepared for
  the knowledge-producing economy | 
As knowledge-producing co-workers and
  entrepreneurs who can support the development of focused knowledge
  construction | 
Educating the best
and the brightest in this brave new world will take a new and improved
educational paradigm. Education 1.0 schools cannot teach 3.0 students.
The move to the 3.0 paradigm requires genuine and massive structural
transformations. If schools continue to embrace the 1.0 paradigm and are
outmoded by students that thrive in a 3.0 society, we can only expect continuous
failure.
| 
Paradigm | |||
| 
Domain
   | 
1.0 | 
2.0 | 
3.0 | 
| 
Fundamental relationships
   | 
Simple | 
Complex | 
Complex creative
  (teleological) | 
| 
Conceptualization
  of order  | 
Hierarchic | 
Heterarchic | 
Intentional,
  self-organizing | 
| 
Relationships of
  parts  | 
Mechanical | 
Holographic | 
Synergetic | 
| 
Worldview  | 
Deterministic | 
Indeterminate | 
Design | 
| 
Causality  | 
Linear | 
Mutual | 
Anticausal | 
| 
Change process  | 
Assembly | 
Morphogenic | 
Creative destruction | 
| 
Reality  | 
Objective | 
Perspectival | 
Contextual | 
| 
Place  | 
Local | 
Globalizing | 
Globalized | 
Three generations of education
Education 1.0 is, like the first generation of the Web, a largely one-way
process. Students go to universities to get education from professors, who
supply them with information in the form of a stand up routine that may include
the use of class notes, handouts, textbooks, videos, and in recent times the
World Wide Web. Students are largely consumers of information resources that
are delivered to them, and although they may engage in activities based around
those resources, those activities are for the most part undertaken in isolation
or in isolated local groups. Rarely do the results of those activities
contribute back to the information resources that students consume in carrying
them out.
Education 2.0 happens when the technologies of Web 2.0 are used to enhance
traditional approaches to education. Education 2.0 involves the use of blogs,
podcasts, social bookmarking and related participation technologies but the
circumstances under which the technologies are used are still largely embedded
within the framework of Education 1.0. The process of education itself is not
transformed significantly although the groundwork for broader transformation is
being laid down.
Education 3.0 is characterized by rich, cross-institutional, cross-cultural
educational opportunities within which the learners themselves play a key role
as creators of knowledge artifacts that are shared, and where social networking
and social benefits outside the immediate scope of activity play a strong role.
The distinction between artifacts, people and process becomes blurred, as do
distinctions of space and time. Institutional arrangements, including policies
and strategies, change to meet the challenges of opportunities presented.
Education 3.0 as used here is embraces many of the concepts referred to by
Downes (2005) in his concept of e-learning 2.0, but complements them with an
emphasis on learning and teaching processes with a focus on institutional changes
that accompany the breakdown of boundaries (between teachers and students,
higher education institutions, and disciplines).
| 
 Table
  2: Educational generations in higher education | |||
| 
Characteristics | 
Education 1.0 | 
Education 2.0 | 
Education 3.0 | 
| 
Primary
  role of professor | 
Source
  of knowledge | 
Guide
  and source of knowledge | 
Orchestrator
  of collaborative knowledge creation | 
| 
Content
  arrangements | 
Traditional
  copyright materials | 
Copyright
  and free/open educational resources for students within discipline,
  sometimes across institutions | 
Free/open
  educational resources created and reused by students across multiple
  institutions, disciplines, nations, supplemented by original materials
  created for them | 
| 
Learning
  activities | 
Traditional,
  essays, assignments, tests, some groupwork within classroom | 
Traditional
  assignment approaches transferred to more open technologies; increasing
  collaboration in learning activities; still largely confined to institutional
  and classroom boundaries | 
Open,
  flexible learning activities that focus on creating room for student
  creativity; social networking outside traditional boundaries of discipline,
  institution, nation | 
| 
Institutional
  arrangements | 
Campus-based
  with fixed boundaries between institutions; teaching, assessment, and
  accreditation provided by one institution | 
Increasing
  (also international) collaboration between universities; still one-to-one
  affiliation between students and universities | 
Loose
  institutional affiliations and relations; entry of new institutions that
  provide higher education services; regional and institutional boundaries
  breakdown | 
| 
Student
  behaviour | 
Largely
  passive absorptive | 
Passive
  to active, emerging sense of ownership of the education process | 
Active,
  strong sense of ownership of own education, co-creation of resources and opportunities,
  active choice | 
| 
Technology | 
E-learning
  enabled through an electronic learning management system and limited to
  participation within one institution | 
E-learning
  collaborations involving other universities, largely within the confines of
  learning management systems but integrating other applications | 
E-learning
  driven from the perspective of personal distributed learning environments;
  consisting of a portfolio of applications | 
In an Education
3.0 world, institutions will be called on to accredit not programs of study or
courses, but rather to accredit learning achieved.
Education in the
20th and early 21st Centuries (Education 1.0) has been based on scarcity.
Professors and learning resources are scarce. Learning materials are difficult
and costly to produce, and being physical objects, they are hard to move
around. Being physical objects, they are also rivalrous, so a single copy of a
book in a library cannot be signed out to two people at once. Professors are
also costly to move around. This results in professors and learning resources being
aggregated into institutions within which most of the key processes are
contained.
The concept looks at
the holistic approach to the transformation of the education system. Education
exists in a digital universe and is infused in every aspect of society with
every individual looking to innovate and grow intellectually.
Schools need to be
equipped with a network and good bandwidth with access to mobile devices and
laptops. It should focus on the integration of ICT tools and the internet in
the classroom and into the learning process.
Teaching
in Education 3.0 requires a new form of co-constructivism
that provides meaningful extensions to Dewey, Vygotsky and Freire, while building the
future. Specifically, teaching in Education 3.0 necessitates a Leapfrog approach with:
- Adults
     who are eager to imagine, create and innovate with kids
- Kids
     and adults who want to learn more about each other
- Kids
     and adults who partner to collaborate in teaching to and learning
     from each other
- Kids
     who work at creative tasks that mirror the innovation workforce
- An understanding
     that kids need to contribute to all economic levels, and with better
     distribution of effort than in the past
Education 3.0 is a term that has been used to describe a level of transformative
capabilities and practices for education in the 21st century. Education 3.0 is an
interesting approach that views Web 2.0 as an enabling technology for change in
HE.
Characterising three stages of education they describe:
·        
Education
1.0 as being in a didactic style,
·        
Education
2.0 as Education 1.0 enhanced by use of Web 2.0 technologies.
·        
Education
3.0 as "characterized by rich, cross-institutional, cross-cultural
educational opportunities within which the learners themselves play a key role
as creators of knowledge artefacts that are shared, and where social networking
and social benefits outside the immediate scope of activity play a strong role.
The distinction between artefacts, people and process becomes blurred, as do
distinctions of space and time. Institutional arrangements, including policies
and strategies, change to meet the challenges of opportunities presented.
Education 3.0 as used here embraces many of the concepts referred to by Downes
(2005)119 in his concept of e-learning 2.0, but complements them with an
emphasis on learning and teaching processes with a focus on institutional
changes that accompany the breakdown of boundaries (between teachers and
students, higher education institutions, and disciplines)."
These concepts are widespread. In Europe there is a
groundswell of interest in whether Web 2.0 will act as either a transformative
or an enabling force in changing universities by blurring the boundaries
between individual universities, by blurring the boundaries between higher
education and open education, by giving rise to the need for other
qualification awarding bodies at HE levels, and by changing learning and
teaching practice.
cost
Education 3.0 provides an alternative scenario in which an open higher education
environment can bring the mechanisms of open peer review and critical
rationality (Popper, 1972) to teaching and learning, reduce cost through
resource sharing, and increase collaboration across national and institutional
borders.
Table 1.0
highlights three key distinctions between HE 1.0 and HE 2.0. As the previous
sections have discussed, these may firstly involve the primary role of a
lecturer changing from broadcasting to a lecture theatre full of students to
facilitating an integrated online and off-line learning environment. Secondly,
there may be a move away from a reliance on linear teaching delivery, via
traditional lectures, and towards the use of media such as podcasts and videos
which students can control as they please. Thirdly and perhaps most
significantly, as
mashups and resource piggybacking become the norm there is likely to be a far
looser coupling of teaching content to an academic’s parent institution.
|  | 
| Table 1: HE 1.0 and HE 2.0 | 
| 
Education 1.0 | 
Education 2.0 | 
Education 3.0 | 
| 
characterized
  current systems used in education as a design pattern that is not supportive
  of lifelong learning or personalization, is asymmetric in terms of user
  capability (e.g. between learners and teachers), and disconnected from the
  global ecology of Internet services. | 
Characterized the
  disruptive nature of decentralized educational technologies and documented
  some of the technological, social and behavioral changes that are leading to
  Education 3.0 under the heading E-Learning 2.0 | |
| 
Produced a
  convergence of institutions, and limited the range of potential areas of knowledge
  that could be the subject of programs of study. Aggregation within a paradigm
  of scarcity also means that educational processes and educational pathways
  are limited. | 
An increasing
  abundance of free and open resources for use in education means that learning
  resources are no longer scarce. Being digital, such resources are non rivalrous,
  there is no limitation on the number of people that can access the same
  resource simultaneously. Digital resources do not need to be aggregated into
  physical facilities, and many are 'out there on the 
Internet'. | |
| 
The key features of this version 1.0 were 
1.     
  Unstructured learning
  experiences - nobody would "instruct", kids would just learn 
2.     
  Holistic learning experiences
  - the processes were totally 360 degrees (naturally!) 
3.     
  Practical orientation of
  learning experiences - there were no artificial classrooms | 
The key features of this version 2.0 were - 
1.     
  Structured learning
  experiences - teachers would formally instruct kids 
2.     
  Fragmented learning
  experiences - learning was broken up into separate pieces 
3.     
  Theoretical orientation of
  learning experiences - artificial classrooms created artificial, theoretical
  experiences | |
| 
Learning was gained through observation,
  repeat, inculcate and imitation. | 
Transitioned from apprenticeship to formal
  education and training. Despite our movements toward universal education,
  access to knowledge and opportunity continues to be inequitable throughout
  the world. Even with the arrival of the computer revolution, access to the
  tools of learning continues to define the learner. | 
Education 3.0 will
  only be gained through investment and universal standardization. Platforms
  for education and learning will slowly standardize and become globally
  accessible and affordable. | 
| 
First generation of the web, mainly a one
  way process | 
uses the technologies of Web 2.0 to create
  more interactive education but largely within the constraints of Education
  1.0 | 
Breakdown of most of the boundaries,
  imposed or otherwise within education, to create a much more free and open
  system focused on learning. | 
| 
The chalk and talk era | 
Assistive aides like multimedia | 
Large focus on communication and
  collaboration | 
| 
Key points 
1) Social networking (and social computing
  in general) transforms the learning framework by providing huge potentials
  for self-guided learning, cooperative learning and life-long learning. 
2) The use of social networks in education,
  even if it’s starting within the educational providers, has a huge influence
  in the typical (classical) education. Thus it will 
assist its modernization which is necessary
  so the later can easily adapt to the new requirements. 
3) The “education 2.0” phenomenon, “questions”
  the current educational models through: a) the transformation of the teaching
  process (pedagogical aspect), b) by placing new requirements in the
  administration of the teaching process 
(administrative aspect), c) by involving
  new educational tools (technological aspect) that contribute to a more complete
  and without discrimination education for the European citizens. 
4) The boundaries between school and home,
  between formal and informal education, between teacher and learner, between
  education and entertainment, between content management systems and learning
  content management systems tend to become more and more blurred, more and
  more thin. 
5) Although the current trend indicates
  that we are about to face a major change to the education as we know it, the
  deeper understanding of the “learning 2.0” phenomenon and its consequences to
  the learning process, to students, teachers, and to the educational system
  altogether, is still 
quite poor. Farther research and analysis
  is needed to a series of critical factors so that all aspects and angles
  canbe fully understood. | 
Key components of Education 3.0 
1. Curriculum, Pedagogy, and Assessment 
This involves… 
• A student-centered, personalized approach
  to instruction; 
• Interdisciplinary and project-based work; 
• A 21st-century curriculum that integrates
  skills such as problem solving, critical thinking, communication, and collaboration
  into the core curriculum areas; and 
• Authentic assessments that measure these
  key 21st-century skills. 
2. Infrastructure and Technology 
This requires… 
• A forward-thinking technology vision, led
  from the top; 
• The creation of flexible learning spaces
  for students; 
• A robust IP network that can support
  several interconnected learning and administrative systems simultaneously; 
• Ubiquitous access to technology for all
  staff and students; and 
• Sustained, targeted, and integrated staff
  development in both technology and pedagogy. 
3. Policies, Procedures, and Management 
This includes… 
• A well-governed and managed system, with
  clear policies and procedures for using technology to transform education; 
• A “change management” plan to guide this
  educational transformation and ease the transition; 
• Data-driven accountability and
  decision-making; and 
• An integrated ecosystem of partners. 
4. Leadership, People, and Culture 
This requires… 
• Visionary leadership; 
• Excellent teachers, principals, and
  system leaders; and 
• An ambitious, collaborative, and
  innovative school culture. | |
| Factors are cited as catalyst for Education 3.0 Education 
 
 
 
 
 | 
 
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