The term Web 2.0 describes the second generation of the World Wide Web, which shifted static HTML pages to a more interactive and dynamic web experience. Web 2.0 focuses on collaboration and shared information via social media, blogging, web-based communities, and other tools. Web 2.0 capacities create interactive experiences between users, and new tools make it possible for nearly anyone to contribute—regardless of their technical knowledge. Listed below are some of the Web 2.0 tools that can be added to Blackboard to enhance faculty and learner experiences. Some of these tools are integrated in Blackboard and some of them work independently.
Kaltura is a media tool that allows faculty and learners to create, host, and share video and audio inside the Blackboard course environment. Kaltura can be used to capture lectures and PowerPoint presentations.
Webex is the leading enterprise solution for video conferencing, online meetings, screen share, and webinars. Web conferencing, cloud calling. A Webex Meetings allows you to virtually meet with your students or colleagues.
LockDown Browser is a custom browser that locks down the testing environment within a learning management system.
NameCoach is a cloud based web service that provides a platform for collecting and organizing voice recordings of users’ personal names so others can hear the preferred pronunciation.
Hypothesis is a social annotation tool installed directly in your Blackboard courses. Adding Hypothesis to readings in Blackboard supports student success by placing active discussion right on top of course readings, enabling students and teachers to add comments and start conversations in texts’ margins.
Ally is a tool integrated with Blackboard to assist with making attached content more accessible for students with various learning needs.
Immersive technologies are the future of education because they help learners grasp abstract concepts and make knowledge acquisition easier and more accessible.
Thinglink is an immersive learning platform found to ease the adoption of virtual reality and augmented reality technologies in education.