E-Learning and Web Generations: Towards Web 3.0 and E-Learning 3.0
E-Learning and Web Generations: Towards Web 3.0 and E-Learning 3.0
E-Learning and Web Generations: Towards Web 3.0 and E-Learning 3.0
Abstract. It is widely accepted that the WWW has evolved consistently over the years. Early Web tools
were simple, but as information technology and internet speeds evolved, new tools would emerge, creating an
interactive, user-centered space where information is shared among all. The next generation of the Web, the
Web 3.0, will aim primarily at organizing it through intelligent agents and semantic standards. At the same
time, one of the earliest and most popular uses of the Web, e-Learning, is also changing. Thus, much as the
Web changed from a “read-only” medium, to “read-write” and to “read-write-collaborate”, so have the
concept and methods of e-Learning changed from a simple transposition of educational material to online
support, to entirely new approaches to education, centered on student’s active participation, interaction and
collaboration. Web 3.0 will further emphasize this revolutionary approach, potentially leading to virtual
spaces of collaborative knowledge centered on active learning, student-centered applications, 3D
visualization and intelligent agents based on semantic machines to permit students easy, intuitive access to
information. By taking note of the parallels between the evolution of the Web and of e-Learning, we can
make predictions of how future changes in the Web will eventually bring about changes in e-Learning
systems.
Keywords: Web 3.0, e-Learning, e-Learning 3.0
1. Introduction
Since its widespread acceptance as an ideal platform for working, commercial, entertainment and
academic purposes, the World Wide Web has changed, evolving as technology itself permitted, and leading
to the currently prevalent standards of Web 2.0, the Social Web, where the basics of collaborative content
creation were laid out. But while Web 2.0 standards have generated an explosion of information, due to the
amount of authoring tools and sharing platforms that are now available, it also exponentially increased its
disorganization and complexity, leading to vast amounts of untapped information which users do not access,
because it’s not easily found among the “white noise” – irrelevant data that inefficient search and
organization paradigms cannot filter accordingly to the necessities of users.
Web 3.0 is the next generation of WWW standards, aiming precisely at addressing the shortcomings of
Web 2.0 and centered around certain fundamental principles: collaborative filtering, cloud computing, big
data management, mobility. The ultimate goal is to create an intelligent Web, where users can effectively and
quickly be directed to the information that they require, when they require it. In order to achieve this, it is
paramount that new tools are developed, tools that can enable a more intuitive, less “blind” organization and
Paula Miranda.
E-mail address: [email protected]
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structuring of the existing information. The idea behind Web 3.0 is that this form of organization can only be
achieved if machines are endowed with the same abilities of reading and interpreting data that human beings
possess, which is why Web 3.0 is also sometimes referred to as the Semantic Web.
As one of the most popular and sophisticated tools that the internet has made available, e-Learning has
naturally evolved side-by-side with the Web, and it’s possible to identify e-Learning 1.0 and 2.0 as standards
of virtual education that accompany the Web 1.0 and 2.0 standards. Thus, it is reasonable to assume that e-
Learning will eventually follow in the footsteps of Web 3.0 as well, adopting its key principles and
corresponding technologies to achieve a more efficient and immersive form of education, which has always
been the ultimate goal of virtual learning environments.
In this paper, we will first discuss the evolution of the Web, from 1.0 to 2.0 standards, and how 3.0
standards appeared as a natural result of the strengths and challenges of prior approaches. We will also
describe and analyze the process of evolution of e-Learning, as it accompanied the evolution of the Web
itself, so as to subsequently discuss how Web and e-Learning standards are correlated. Ultimately, it is
proposed that this analysis will provide valuable insight into how Web 3.0 can revolutionize e-Learning.
An inevitable consequence of the fast, dynamic process of the Web’s dissemination is that it has become
an evolving system, changing as technology itself evolves. [3] observe that this process of evolution is in fact
related to three different dimensions of human knowledge, in what they have named the “Theory of the
Web”. The authors first define the World Wide Web as a “techno-social system, a system where humans
interact based on technological networks”, emphasizing that, on the one hand, the Web is still primarily a
human system, and on the other hand, it is reliant on technology. In this sense, Web 1.0 is defined as a
cognitive medium, Web 2.0 as a communicative medium, and Web 3.0 as a collaborative medium [3], thus
bringing into focus the three essential traits that have set apart each of the stages of the evolutionary process.
[4] observed that the evolution of the Web has been illustrated essentially by a transition process from a
read-only medium to a collaborative one. Researchers and developers who studied the same issue eventually
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pinpointed two distinct stages along this process, each displaying its own standards or generalized principles,
according to the available technologies. Today they are commonly referred to as Web 1.0 and Web 2.0, and
it is asserted that the next set of concepts and technologies will be the Web 3.0.
Figure 1 shows a graphical representation of the evolution from 1.0 to 3.0 standards, and the main ideas
behind each stage, according to [2]. In the next sections we will analyze these changes in depth.
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Table 1: Key ideas of Web 2.0 (based on [5]).
Concept Description
User Generated Content Intuitive tools that allow for the creation of personal content, such as posting one’s own
images, texts or videos to blogs, wikis, social networks, etc. Highly facilitated by
advances in technology (smartphones, tablets, laptops, wifi, etc.), it has led to an
exposure culture.
Harness the Power of the Crowd Group working and collaborating leads to easier solutions to collective problems or
issues. Crowdsourcing becomes increasingly popular as a means of getting amateur
content and ideas out into the public, through social networking, and letting the public
decide their worth or potential.
Data on an Epic Scale The amount of data that’s being generated by user-centered applications leads to data
management becoming a core competency of IT companies and corporations such as
Google. Data management is one fundamental challenge of Web 2.0. Aggregator
services use the data to provide targeted suggestions or advertisements.
Architecture of Participation The principle by which a service grows and improves the more people use it and
participate in it. It is not a mere side effect; the system is designed to use interactions as a
means to improve and build itself. Google and BitTorrent are two examples.
Network Effects Services increase in value as users are able to interact within them, and the more people
join in. These services are only useful and valuable to the extent that people are using
them, making users a key component of the vary functionality of the service. But this
entails a problem, as people might rally towards an inferior product merely because it’s
got an extensive user-base.
Openness Working with open standards, using open source software and free data, and working in
open, collaborative innovation, are all increasingly popular trends. The prime example is
the Firefox browser and its many extensions.
Web 2.0 presents various advantages, particularly the form by which it leads to the creation of complex
networks of information by enabling users to participate in the very architecture of the Web, generating large
amounts of data with many potential uses. It has also led to the development of increasingly flexible, user-
centered applications.
However, there are also shortcomings for the Web 2.0 standard. As observed by [9], the growth of an
increasingly user-centered Web is leading to disorganized, confusing data clusters and an overload of
irrelevant information. It is also generating more and more issues of security and privacy, with impacts even
in government policy, as was clearly demonstrated by the Wikileaks scandal.
[5] points out three essential problems that are already clearly present in the internet today, namely the
overload of information, the challenges to intellectual property, and the issues of trust, privacy, and security
in online environments. In fact, the use of social networks is changing the very concept of private space, as
content that was once a part of the private sphere, where only friends and family could enter, is now being
made available for the entire world [10]. Likewise, piracy and free distribution of copyrighted material has
been increasingly facilitated by Web 2.0 tools and faster internet speeds. As for the overwhelming amount of
data, it is already pointed out by researchers that this is perhaps the biggest challenge for the Web of the
future, but also its greatest opportunity [11].
Concept Description
Intelligent Web Content described in a form that is readable and understandable by machines, so that they are able to
intelligently organize and filter it, as well as efficiently understand user’s searches and queries.
Natural language processing, machine-based learning and reasoning, and intelligent applications will
all be staples of this Intelligent Web.
Organized Information The interactivity and social nature of Web 2.0 generated an overload of information and chaotic
clusters of data. Web 3.0 will allow for the organization of information, leading to more efficient
tools.
Openness Greater openness regarding formats, protocols and Application Programming Interfaces (APIs). It can
also refer to greater openness between users, personal information and personal data.
Interoperability Open sharing and common formats will lead Web 3.0 applications and services to efficiently run
across a variety of different platforms and devices, because they will ultimately lie on a common set of
ontological principles and languages.
Global Database The Web will no longer be the sum of many web documents, but a global, massive database, using
structured data records, and resorting to Extensive Markup Language (XML) formats such as RDF,
OWL, SPARQL, etc.
3D Visualization Web 3.0 will increasingly resort to 3D visualization and simulation, through use of tools similar to the
Second Life virtual world as well as avatars and personalized agents.
3. Evolution of e-Learning
E-Learning is essentially teaching through the use of computers, and in this broad sense, it has been
described through many different expressions, such as: computer-based training, online teaching, virtual
teaching, web-based teaching, etc. The core principle is the use of IT and communication technologies for
teaching activities, whether these activities are undertaken individually or within a group, via a personal
computer or through other devices, online or offline, synchronous or asynchronously [20]. However, one of
the most important potentialities of e-Learning is that it enables students and teachers to interact online,
facilitating distance teaching and generating a cheaper, more accessible form of education that could, in
theory, be available to all. In that sense, the internet can be e-Learning’s greatest weapon.
E-Learning systems require specific tools and skill sets. According to [21], the key differences between
traditional forms of education and e-Learning are:
“Pull” Delivery – students have the power to determine the content
Reactionary Responsiveness – students can respond to problems as they arise
Non-Linear Access – students can directly access content in non-sequential ways
Symmetry – learning develops in integrated form
Continuous Modality – learning moves parallel to tasks without definite stops
Distributed Authority – content derives from interaction between participants
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Personalization – content can be determined by individual needs
Dynamic Adaptivity – content can change through user input and experience
Thus it can be asserted that e-Learning is a much more flexible form of education, and online
environments offer tremendous potential for greater participation by users and teachers alike, contrasting
with the traditional educational systems where content is predetermined and students are merely guided as
it’s delivered.
Because the Web has always been regarded as a major tool for the development of e-Learning platforms,
e-Learning itself has naturally accompanied the evolution of the Web standards. Moreover, as new
technologies are developed, e-Learning platforms attempt to integrate them, and this trend effectively
explains why e-Learning has changed over the years.
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As we have previously seen, social networks and interactive, collaborative websites form the essence of
Web 2.0. In e-Learning, this trend of increasing participation and interactivity led to an informal change in
how students, and by extension the teachers, viewed their own learning processes. Resorting to wikis and
blogs, students now had access to new forms of information, and could even discuss topics with other
students across the globe [26]. Teachers and tutors, on the other hand, discovered podcasting as a new form
of disseminating educational content with a less formal, more personalized touch [27]. Numerous other
trends of Web 2.0 have been pointed out as having potential for learning systems: user-generated content,
crowd-funding, collaborative architectures, networking, openness and transparency [28].
According to [29], the technical dimension of e-Learning 2.0 entails two approaches that can either be
used individually of mixed together within the same system. The first approach is the “community of
practice”, a constructivist educational strategy where students interact, learning together, through discussion,
commenting, collaborative writing, or collaboration on specific projects. Wikis are the best tools here. The
second approach places students as the creators of the educational content, and is far more revolutionary in
what it implies for education in general, moving further away from object oriented education strategies.
Podcasts are the most prominent example for this second approach.
The key aspect of e-Learning 2.0 is interactivity. With 1.0 standards and techniques, interactivity was
limited. E-mails, forums and chatrooms existed, but mainly for students to be in touch with their teachers, as
there was no implicit encouragement for them to contribute with their own content or views. Researchers
have observed that collaborative learning is the adequate means to generate more implicit knowledge, that is
more easily retained and absorbed by the students, and e-Learning 2.0 was the first generation of e-Learning
that had the tools to achieve this. New educational systems built this way provide students with the means for
them to share information, collaborate with each other and obtain feedback [30].
Web E-Learning
As we have seen, Web 1.0 has been described as “read-only”, while Web 2.0 has been described as
“read-write” and Web 3.0 “read-write-collaborate”. As a parallel, it can be asserted that e-Learning 1.0 is
focused on making content available online; e-Learning 2.0 adds the ability for students to also create
content and share it among themselves, and e-Learning 3.0 will introduce proper collaborative methods and
spaces. Table 3 provides a panoramic outline of the different concepts and tools that shaped the evolution of
both the Web and e-Learning systems.
By harnessing the potentialities of Web 3.0 tools, e-Learning will be centered on intelligent,
collaborative environments and virtual learning spaces, where students can come together at any convenient
time, in any place (through increased use of mobile devices) and within any learning context. Through
ontologies and semantic abilities, the vast amounts of data and information that currently exist throughout
the Web will no longer be merely displayed as per user’s request, but effectively organized and filtered so
that what the user receives is exactly what he/she needs. For e-Learning, this means that learning processes
will be increasingly personalized; both collaborative learning and semantic filtering will influence a
reduction on the “white noise” of the information overload, allowing for a greater specificity in search
queries and thus, access to content that specifically serves the intended purpose.
Nevertheless, some researchers suggest that the different generations of e-Learning will still coexist for
some time, with each generation serving specific purposes [25]. E-Learning 1.0 solutions are ideal for
content creation targeted at a uniform audience with easily identifiable needs, while e-Learning 2.0 solutions
are appropriate for situations where diffuse needs and potentially large audiences call for a more dynamic
process of content creation and management. On the other hand,
5. Conclusion
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Since the internet became a staple of modern working and entertainment lifestyles, it has changed every
so often to accommodate the cycle of changes that technology itself undergoes. From the early days of the
Web, when websites consisted of text documents written in HTML, and search engines merely pointed the
way to a certain topic, we have seen radical changes not only in how we use the internet, but how it can be
used. In fact, the evolution of the Web has created new types of users, and their increasing concern with
issues such as information quality or participation directly influences the on-going process of change in the
World Wide Web.
E-Learning has accompanied these changes. From early on, the concept of e-Learning has always been to
challenge traditional teaching methods by creating a more stimulating learning environment that students can
actually feel motivated to join in. But resistance from traditional views and the available technologies at a
given time condition this process. During the Web 1.0 stage, when the Web was “read-only” and document-
based, e-Learning systems essentially made content available for students to consult it outside of the
classroom as an additional tool, and were centered on the so-called Learning Management Systems (LMS) to
administer that content. But as the Web became less about reading content and more about social interaction,
a profusion of new tools came about, all sharing the same concept: allowing users to participate in the
process of content creation. Blogs, wikis, podcasts, social networks and other media have been changing the
way we experience e-Learning systems for the past decade, introducing not only interactivity and active
participation, but essentially turning into student-centric systems, shifting the focus away from what is being
taught and focusing instead on how this is being taught. This process became known as e-Learning 2.0.
If e-Learning has accompanied the evolution of the Web, it is logical to assume that it will continue to do
so. The growing concept of Web 3.0 promises even more ambitious opportunities for the panorama of e-
Learning. With its focus on intelligent agents, semantic organization of content, 3D visualization and a Web
that’s supported by databases rather than documents, online education will have the tools to become a smart,
immersive space, where students are able to closely interact with what they are learning, instead of passively
receiving descriptions of explicit information to memorize. Although the use of these tools and principles has
not yet become widespread, growing research in the field of e-Learning 3.0 shows that it might, eventually,
become inevitable.
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