how join moolidoo

Join moolidoo community is extremely simple!

You have to be an employee of a company that is our customer or just know someone that has already joined the moolidoo community and sent him a nudge, using the panel that you find on homepage.

Complete the nudge panel choosing the “moolidooser” to nudge, a reason for it, and your email address.

Then you have to complete your personal profile, and start to get colour!

Play the video and follow the steps to register yourself:
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the instruments of 4Cs approach

COMMUNICATION

discussion forums
Discussion forum is an instrument that allows employees to initiate discussions for others review and contributes to.

blogs
Blog is the online equivalent of journal. Blog are used by employees to communicate information and keep the whole network. Blogs can be commented and linked by others bloggers, so all the intellectual capital still remains after the original authors have moved on.

instant messaging
Instant messaging allows employees to communicate with another or with groups in real time using a software installed on computer. Normally is text-based but the new softwares allow real-time audio and real-time video conversations with no cost.

social presence
Social presence applications allow employees to send updates to all those who wish to know what they are doing. There are three kinds of social presence: informational, temporal, geolocational.

virtual worlds
Virtual worlds allow employees to meet and interact with others in a computer-based environment. They allow to hold meeting, conduct training, or socialize with colleagues in a different way.

COOPERATION

media sharing
Media sharing occurs in online social networks and digital communities with a comprehensive platform and diversified interfaces to upload, aggregate, host and share images, text, applications, videos, and audios. But, effective media sharing requires more. Everyone need to be able to share, to tag, to comment and also voting other media. These should be allowing people to filter media for themselves and for others.

social bookmarking
Social bookmarking is an instrument that allows collective intelligence strategies and knowledge management. In a social bookmarking service, employees can save links to web pages that they want to remember and/or share. These bookmarks are usually public, but can be saved privately, shared only with specified people or groups or only inside certain networks. The allowed people can usually view these bookmarks chronologically, by category or tags, or via a search engine.

social cataloguing
Social cataloguing help its contributors to build up databases of information about specific topics.

COLLABORATION

wikis
Wiki is a website whose pages can be edited collaboratively by anyone, also people without any technical knowledge. Wikis are mostly used for information that constantly changes.

human-based computation
Human-based computation is a new way to solve problems. This method relies on technology that allows humans to contribute solutions to specific problems as part of an evolutionary process. Those solutions in turn inform the software, enabling it to provide better information to the next person. It’s not the computer that solves a problem. It only collect, interprets and integrates people solutions into its own knowledge base.

CONNECTION

social networking
Social network services enable people to connect online based on shared interest, hobbies, or causes. These services allow employees to create a personal profile and become friends with other users. Inside the corporates social network is valuable when organization rewards individual efforts but needs to encourage knowledge sharing and connection with others.

tagging
tagging is an instrument that makes information easy to search, discover, and navigate over time. Employees can create tag and see the other tag that a colleague created. These tags need to reflect three features: content, context, structure.

social search
Social search takes a different approach to the problem of searching information.
Through the process of tagging, this kind of search relies on human beings to select the content that are important and index it using keywords that mean something to them.

syndication
RSS (really simple syndication) may publish frequently updated works in a standardized format. An RSS document (which is called a “feed”) includes full or summarized text, plus metadata. This allows employees to subscribe and receive update from their favorite sites. RSS can be used for internal communications, information aggregation and enterprise 2.0 collaboration.

mashups
Mashup is a website or an application that combines content from more than one source into an integrated experience.

what is moolidoo?

moolidoo is an ethical project.
grow up and get colour with enterprise 2.0.

moolidoo is a community based on gratification where people increases their reputation day by day by exchanging moos.

A moo is a gratification token; it is created by the company. The user is working with and is exchanged inside the moolidoo network to thanks colleagues, friends, and other that improve our life. moolidoo offers a goods catalogue too; it permits a user to exchange moos with something really tangible (iphone, a trip, a beneficent association, etc.).
Individuals increase their reputation day by day, by receiving and giving moos. While thanking someone, a user is required to enrich the gift with some qualities of the person she really likes and a motivation.
Those qualities improve the quality of the receiver and improve her resume day by day.

get colour, join moolidoo!

US Teen Research: Teens are highly skilled with social aspects of the web, but miss opportunities to expand their personal interests

by Taly Weiss (http://www.trendsspotting.com/blog/?p=515)

Filed under myspace, youtube, internet behavior, research, social networking, US sample, trends spotting tools, trends spotting behavior, youth, facebook, focus group

Results from U.S. study on teens and their use of digital media (The Digital Youth Project, found via RWW) show that America’s youth are developing important social and technical skills online – often in ways adults do not understand or value.

“It might surprise parents to learn that it is not a waste of time for their teens to hang out online,” said Mizuko Ito, University of California, Irvine researcher and the report’s lead author. “There are myths about kids spending time online – that it is dangerous or making them lazy. But we found that spending time online is essential for young people to pick up the social and technical skills they need to be competent citizens in the digital age.”

About the research:

In a qualitative research conducted over the last 3 years, 28 researchers and collaborators at the University of Southern California and the University of California, Berkeley, interviewed 800 young people and their parents, both one-on-one and in focus groups; spent over 5000 hours observing teens on sites such as MySpace, Facebook, YouTube, and other networked communities; and conducted diary studies to document how, and to what end, young people engage with digital media.

Research findings show –

• There is a marked generation gap in how youth and adults view the value of online activity: Adults tend to be in the dark about what youth are doing online, and often view online activity as risky or an unproductive distraction. In contrast – youth understand the social value of online activity and are generally highly motivated to participate.

• Youth are navigating complex social and technical worlds by participating online: They are learning basic social and technical skills that they need to fully participate in contemporary society.

• The social worlds that youth are negotiating have new kinds of dynamics, as online socializing is permanent, public, involves managing elaborate networks of friends and acquaintances, and is always “on”.

• Young people are motivated to learn from their peers online: The Internet provides new kinds of public spaces for youth to interact and receive feedback from one another. They are motivated to learn more from each other than from adults.

• Most youth are not taking full advantage of the learning opportunities of the Internet. They are exploring social aspects of the internet but neglect other learning opportunities, which are perceived less popular within their local peer groups.

My Insights:
The common socializing tools available for teens are leading them to follow mainly “what’s popular”. Parents’ role should be to help them find the right spaces to develop specific expertise, where they can engage with new peers who share their personal interests.

For more information read the Two page summary (pdf) or the full study by Digital Youth Research (pdf)

The 4Cs Approach

by Niall Cook from “Enterprise 2.0: how social software will change the future of work”, Gower, 2008

Communication: communication platforms are those that allow people to converse with others, either by text, image, voice or video, or a combination of these.

Cooperation: sharing software enables people to share content with others in structured and unstructured ways.

Collaboration: collaboration tools encourage people to collaborate with each other on particular problems, directly and indirectly in both central and distributed ways.

Connection: networking technologies make it possible for people to make connection with and between both content and other people.

There is clearly some overlap between these categories, most notably in the case of cooperation and collaboration. One can surmise that cooperation focuses on helping individuals work towards a common product where the knowledge gained from the process is not the goal, whereas collaboration is focused on the knowledge gained from the process of constructing something. Even so, both share the objective of enabling a group of individuals to produce something better than that which they could have produced alone.

In the context of social software, collaboration and connection require more formality than communications and cooperation, mainly because they depend on people to do things in a relatively structured manner. Likewise, connection and communication, because of the inherent focus on groups rather than individuals. These relationships can be visualized easily (see figure 1) and should be considered within the context of the appropriate corporate culture when prioritizing the introduction of different forms of social software into an organization.


Figure 1: The 4Cs formality/interaction matrix

For example, a company with predominantly formal organizational structures and a culture of group interaction will benefit most from social software that enables collaboration. Conversely, an organization with an informal structure and a culture that rewards individual effort may prefer to invest in social software to support communication. This framework can help any company decide where to focus their time and effor for most benefit, rather than being led by vendors trying to sell their blog/wiki/social networking solution without any understanding of the organizational structure or culture into which it will be introduced.

This approach can also be used to support organizational change. For example, if a company is trying to encourage a shift from individual effort to group problem solving, but within the confines of a relatively informal culture, then it should focus on cooperative social software that requires more interaction. Using this apporach, it is possible to identify the preferred social software footprint for any organization. The examples below show the social software footprints for three different organizations (see figure 2)

1. very informal, collaborative culture
2. very formal, highly collaborative culture
3. informal and formal, more focus on individual effort but some group problem solving.


Figure 2: The social software footprints for three types of organization

The next step is to overlay some of the specific tools and technologies currently available – and any more that might emerge in the future – onto this matrix in order to map them directly to organizational culture (see figure 3)


Figure 3: The 4Cs social software technology framework