day2 part1
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digimuve online learning & development
Digital Literacy and Learning
Digital Age LearningWhat is Digital Literacy?
Growing-up OnlineReading Digital Media
Declaration on National Goals for Schooling in the 21st Century
When students leave school, they should be:
“…confident, creative and productive users of newtechnologies, particularly information andcommunication technologies, and understand theimpact of those technologies on society.”
digimuve online learning & development
| teaching and learning in the digital-age
UNICEF Global Agenda for Children: Learning for the 21st Century
“ In order for the world to survive and prosper in the new century,people will need to learn more and learn differently. A child enteringthe new century will likely face more risks and uncertainties and willneed to gain more knowledge and master more skills than anygeneration before.”
Partnership for 21st Century Skills
“Today’s education system faces irrelevance unless we bridge thegap between how students live and how they learn.”http://www.21stCenturySkills.org
digimuve online learning & development
| teaching and learning in the digital-age
What is Digital Literacy?
The ability to read and write impacts considerably on a person’s
potential to communicate and learn. But how, and in what ways
does a person’s ability to read and write digitally, impact on that
potential?
Being able to access the Internet; find, manage and edit digital
information; join in communications; and engage with an online
information and communications network, are all aspects of
‘digital literacy’.
digimuve online learning & development
| digital literacy
Digital Media in the Lives of Youth
What digital media do your students
use?
Do you use digital media features in
your practice?
Why? Why not?
How do the kids see the role of
Digital Media in their lives?
digimuve online learning & development
| digital media and literacy
Growing Up Online: Kaiser Foundation Zero to Six Report 2003
of all children 6 and under ... 48% have used a computer
4 – 6 yr olds ...
27% use a computer every day56% have used a computer by themselves
64% know how to use a mouse to point and click
70% have used a computer40% can load a CD-ROM by themselves
37% have turned on the computer by themselves
17% have sent email with the help of a parent
0 – 3 yr olds ... 27% have used a computer without sitting on a parent’s lap
digimuve online learning & development
| children’s digital lives
Digital Media in the lives of 8-18 yr olds (Kaiser Foundation 2005)
A fast changing landscape
// Use of digital devices more than doubled from 1999 – 2004. [Recreational Use]
// IM barely existed in 1999. Today it’s one of the most popular online activities.
// Video games are more sophisticated MUVEs and more realistic.
// Streaming audio and video, file sharing and portable devices have transformed industries.
// Simultaneous use of multiple media is increasing substantially.– 1/4 to 1/3 of adolescents report using multiple media “most of the time”– girls are more likely to media multitask than boys
// Each of the various media industries are devoting more resources to producing content explicitly targeting children and adolescents more than ever before.
digimuve online learning & development
| generation M
digimuve online learning & development
| what does this mean for educators?
digimuve online learning & development
| what does this mean for educators?
digimuve online learning & development
| what does this mean for educators?
digimuve online learning & development
| what does this mean for educators?
MUVEs: multi-user virtual environmentsNarrative environments : game style worldsVirtual worldsSocial & professional networksSharing & collaborative spacesAggregation & storageProducts & services [e-commerce]
In these spaces, people
// run businesses & engage in e-commerce// live, love & learn// create & construct// play, trade & socialise// make their voices heard
digimuve online learning & development
| what does this mean for educators?
More importantly, what does it mean for our students?
It is naive to believe that youth acquire the skills and
competencies they need in a digital participatory culture on their
own simply by interacting with popular culture, or by virtue of the
fact that they are perceived as technowizards.
Studies have refuted these stereotypes. Teens are not superior
Web geniuses who can use anything a site throws at them. Their
performance in ‘Website Usability’ surveys is lower than their
adult counterparts.Teens’ poor performance is caused by: insufficient reading skills,
less sophisticated research strategies, and a dramatically lower
patience level for problem solving.
Nielsen 2008 Usability of Websites for Teenagers survey
digimuve online learning & development
| misconceptions about teens
// In schools, computers are ...
... used 80% of the time to do work and 20% of the time to construct knowledge.
digimuve online learning & development
| thinking about pedagogy
Reading Digital Media
digimuve online learning & development
| digital literacy
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