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John Evans

10 Things That Define Exemplary Digital Communication for Everyone - 2 views

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    "Mastering digital communication is much more than just about being safe and courteous online. It's also part of being a great Global Digital Citizen-the kind of citizen we must begin cultivating in our schools. digital At the Global Digital Citizen Foundation, we believe the role of an effective digital communicator is to show courtesy, integrity, and respectability in all forms of technology-based interactions and associations. Moreover, their role is also to model this behaviour for the rest of us. It makes sense to cultivate our learners to become such empowered individuals that are aware of their responsibility both for and with the power of the Internet, for the lasting well-being of our global community. Moving forward, then, how can we help them realize the meaning of a truly exemplary digital communication? What does such a practice look like in action?"
John Evans

New Forms of Reading and Writing | Silvia Tolisano- Langwitches Blog - 1 views

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    "As I am coaching teachers in learning how to learn and teach FOR the 22nd century, I realize that the gap between being able to read traditional forms of information, communications materials in geneal and reading on new platforms, in new genres and in general new digital forms is widening drastically. Not too long ago, I wrote a post titled, Our Notion of Literacy and Iliteracy Calls for an Update.  I define literacy as the ability to read and write and being able to express and communicate our ideas to others. So, in our world, which is BOTH analog AND digital, we need to be literate in both. Especially if we are educators, in charge of teaching our students to be literate for THEIR future. The digital world is not going away, nor can it be ignored in terms of being and staying (critically) informed, lifelong learning, communicating, connecting, collaborating and contributing. One realisation for me was that new forms of reading and writing did not ONLY have to do with the skillset of learning the logistics of how to read and write on digital platforms, but had EVERYTHING to do with a new mindset that allows for new forms of reading and writing versus merely substituting the way we have done it in analog form before."
John Evans

What is a Global Digital Citizen and Why Does the World Need Them? - Medium - 5 views

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    "One of the questions we're asked most often is "what is a Global Digital Citizen?" Being a Global Digital Citizen is about more than just being a citizen of Earth. These are leaders, learners, and creators. It's a way of living well in a world that's changing fast, and showing others how to do the same. Carl Sagan once defined an ideal citizenry as people "with minds wide awake and a basic understanding of how the world works." Global Digital Citizens are concerned with connection and contribution. They know our technology plays a part in a much larger communal picture. With all this in mind, welcome to your definitive guide to understanding the Global Digital Citizen. First our definition, and then our explanations."
John Evans

Free Technology for Teachers: 5 Fantastic Apps for Digital Storytelling on iPads - 3 views

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    "Digital storytelling is a powerful tool in the classroom. It is engaging for students and teachers of all grade levels and can be used across the curriculum. Most of all, digital storytelling gives students a voice and a way of communicating information in an authentic manner. One of the great things about digital stories is that there are no "cookie cutter" answers. Each student creates a unique piece that demonstrates their understanding. Digital storytelling on iPad can empower, motivate and engage students, helping them to make deep connections to learning."
John Evans

5 Amazing Digital Storytelling Apps for Kids With iPad - EdTechReview™ (ETR) - 1 views

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    "Digital storytelling is the best tool for the classroom to engage students of all grade levels. It is the best way to help your student to learn things with fun. Moreover, digital storytelling practice gives students a way to communicate information in a reliable way. One of the best things about digital storytelling is that a student can create work that can demonstrate their understanding. Here is a list of five amazing digital storytelling apps for kids with iPad."
John Evans

How To 'App Smash' And Implement Digital Storytelling On The iPad - Edudemic - 0 views

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    "App smashing, the process of using more than one apps in conjunction with one another to create a final product, is a concept that allows students to create engaging educational projects and illustrate their creativity in multifaceted ways. One of the most gratifying and effective ways to use app smashing in the classroom is to create digital storytelling projects. The concept of digital storytelling is emerging as a form of personal and collective expression of knowledge, ideas, and perceptions. Its numerous and positive effects on students' communication skills are well documented. Digital storytelling is the perfect vehicle for the delivery of visual and audio stimuli that greatly enhance a storyline or a simple narrative."
John Evans

Joan Ganz Cooney Center - Busting Barriers Or Just Dabbling?: How Teachers Are Using Di... - 2 views

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    "This recent example aside, the idea that games can be fun and educational is starting to take hold in the educational community.  That these fun learning games can come in the form of games like Minecraft, rather than "skill and drill" games is icing on the cake for students and teachers.  The number of recent popular press articles heralding a rising trend of digital game use in the classroom has made the team at the Joan Ganz Cooney Center wonder: just how common is this practice?  And further, which teachers are choosing to use digital games in their teaching, what particular goals do they have for that game use, and what kinds of outcomes are they observing among their students? With these questions in mind the Joan Ganz Cooney Center surveyed nearly 700 K-8 teachers about their use of digital games in their teaching (a follow-up to a similar survey we conducted in 2012 with BrainPop). I wanted to share a few of the highlights from our full set of findings."
Sheri Oberman

Connecting the Digital Dots (with Sue Beckingham) - 6 views

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    this is an excellent powerpoint, circa 2012, which highlights the changes afoot in learning and teaching facilitated by facility with digital tools. The table of 8 essential elements in the periodic table of digital literacies organizes the discussuion. All 8 elements begin with the letter C and include critical, communication, creative, confident, creative, civic, constructive and culture. I think I would add connective...but I digress.
John Evans

ICDL - International Children's Digital Library - 0 views

  • Our Mission The mission of the International Children’s Digital Library Foundation is to excite and inspire the world's children to become members of the global community – children who understand the value of tolerance and respect for diverse cultures, languages and ideas -- by making the best in children's literature available online.
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    The mission of the International Children's Digital Library Foundation is to excite and inspire the world's children to become members of the global community - children who understand the value of tolerance and respect for diverse cultures, languages and ideas -- by making the best in children's literature available online.
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    Our Mission The mission of the International Children's Digital Library Foundation is to excite and inspire the world's children to become members of the global community - children who understand the value of tolerance and respect for diverse cultures, languages and ideas -- by making the best in children's literature available online.
John Evans

Web Literacy 2.0 - 4 views

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    "This paper captures the evolution of the Mozilla Web Literacy Map to reach and meet the growing number of diverse audiences using the web. The paper represents the thinking, research findings, and next iteration of the Web Literacy Map that embraces 21st Century Skills (21C Skills) as key to leadership development. As technology becomes more ubiquitous, and more people come online, Mozilla continues to refine its strategies to support and champion the web as an open and public resource. To help people become good citizens of the web, Mozilla focuses on the following goals: 1) develop more educators, advocates, and community leaders who can leverage and advance the web as an open and public resource, and 2) impact policies and practices to ensure the web remains a healthy open and public resource for all. In order to accomplish this, we need to provide people with open access to the skills and know-how needed to use the web to improve their lives, careers, and organizations. Knowing how to read, write, and participate in the digital world has become the 4th basic foundational skill next to the three Rs-reading, writing, and arithmetic-in a rapidly evolving, networked world. Having these skills on the web expands access and opportunity for more people to learn anytime, anywhere, at any pace. Combined with 21C leadership Skills (i.e. critical thinking, collaboration, problem solving, creativity, communication), these digital-age skills help us live and work in today's world. Whether you're a first time smartphone user, an educator, an experienced programmer, or an internet activist, the degree to which you can read, write, and participate on the web while producing, synthesizing, evaluating, and communicating information shapes what you can imagine-and what you can do. follows:"
John Evans

8 Steps To Great Digital Storytelling | Edudemic - 8 views

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    "Stories bring us together, encourage us to understand and empathize, and help us to communicate. Long before paper and books were common and affordable, information passed from generation to generation through this oral tradition of storytelling. Consider Digital Storytelling as the 21st Century version of the age-old art of storytelling with a twist: digital tools now make it possible for anyone to create a story and share it with the world."
Phil Taylor

Educational Leadership:Teaching Screenagers:Character Education for the Digital Age - 3 views

  • Our challenge is to find ways to teach our children how to navigate the rapidly moving digital present, consciously and reflectively.
  • the "one life" perspective says the opposite, that it is precisely our job as educators to help students live one, integrated life, by inviting them to not only use their technology at school, but also talk about it within the greater context of community and society.
  • The tie that binds us to our ancestors is that both ancient and digital-age humans crave community
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  • A third approach awaits us: establishing proactive, aggressive character education programs tuned to digital youth.
  • Issues of Digital Citizenship
John Evans

Technology skills only scratch the surface of the digital divide | The Hechinger Report - 2 views

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    "The notion of digital literacy, or "Information, Communications, and Technology Literacy" (ICT Literacy), usually takes into account the vocational skills required to operate digital machines or the intellectual skills required to program or 'code' them. The concept does not account for the social and intellectual advantages that are available to affluent students with access to more, and better integrated, educational technologies. In other words, it is not only about skills, but also about cognition, etiquette, motivation, socialization and culture - the context within which one uses the tools."
John Evans

Digital Storytelling and Authentic Assessments | Edutopia - 2 views

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    "Digital storytelling is a powerful way to engage students in the writing process. Whether they are telling stories from a summer vacation or writing a persuasive essay on a community issue, technology tools can help motivate reluctant writers. Students can use their writing, audio recordings, video creations, illustrations, and images to create a digital storytelling product that demonstrates their understanding of a concept."
John Evans

Digital Citizenship Curriculum | Common Sense Education - 2 views

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    "These new and revised lessons, based on our original K-12 Digital Citizenship Curriculum, take on timely topics for school communities, support teachers with improved classroom tools, and prepare students to take ownership of their digital lives."
John Evans

National curriculum in England: computing programmes of study - GOV.UK - 0 views

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    "A high-quality computing education equips pupils to use computational thinking and creativity to understand and change the world. Computing has deep links with mathematics, science and design and technology, and provides insights into both natural and artificial systems. The core of computing is computer science, in which pupils are taught the principles of information and computation, how digital systems work and how to put this knowledge to use through programming. Building on this knowledge and understanding, pupils are equipped to use information technology to create programs, systems and a range of content. Computing also ensures that pupils become digitally literate - able to use, and express themselves and develop their ideas through, information and communication technology - at a level suitable for the future workplace and as active participants in a digital world."
Tod Baker

Welcome to the Digital Generation | Edutopia - 0 views

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    Sync up with the new generation of connected learners. The Digital Generation Project presents video portraits of the lives of young students from around the country who are using digital media to learn, communicate, and socialize in new and exciting ways.
Clint Hamada

The Code of Best Practices in Fair Use for Media Literacy Education -- Publications --... - 7 views

  • Fair use is the right to use copyrighted material without permission or payment under some circumstances—especially when the cultural or social benefits of the use are predominant.
  • This guide identifies five principles that represent the media literacy education community’s current consensus about acceptable practices for the fair use of copyrighted materials
  • This code of best practices does not tell you the limits of fair use rights.
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  • Media literacy is the capacity to access, analyze, evaluate, and communicate messages in a wide variety of forms. This expanded conceptualization of literacy responds to the demands of cultural participation in the twenty-first century.
  • Media literacy education helps people of all ages to be critical thinkers, effective communicators, and active citizens.
  • Rather than transforming the media material in question, they use that content for essentially the same purposes for which it originally was intended—to instruct or to entertain.
  • four types of considerations mentioned in the law: the nature of the use, the nature of the work used, the extent of the use, and its economic effect (the so-called "four factors").
  • this guide addresses another set of issues: the transformative uses of copyright materials in media literacy education that can flourish only with a robust understanding of fair use
  • Lack of clarity reduces learning and limits the ability to use digital tools. Some educators close their classroom doors and hide what they fear is infringement; others hyper-comply with imagined rules that are far stricter than the law requires, limiting the effectiveness of their teaching and their students’ learning.
  • However, there have been no important court decisions—in fact, very few decisions of any kind—that actually interpret and apply the doctrine in an educational context.
  • But copying, quoting, and generally re-using existing cultural material can be, under some circumstances, a critically important part of generating new culture. In fact, the cultural value of copying is so well established that it is written into the social bargain at the heart of copyright law. The bargain is this: we as a society give limited property rights to creators to encourage them to produce culture; at the same time, we give other creators the chance to use that same copyrighted material, without permission or payment, in some circumstances. Without the second half of the bargain, we could all lose important new cultural work.
  • specific exemptions for teachers in Sections 110(1) and (2) of the Copyright Act (for "face-to-face" in the classroom and equivalent distance practices in distance education
  • In reviewing the history of fair use litigation, we find that judges return again and again to two key questions: • Did the unlicensed use "transform" the material taken from the copyrighted work by using it for a different purpose than that of the original, or did it just repeat the work for the same intent and value as the original? • Was the material taken appropriate in kind and amount, considering the nature of the copyrighted work and of the use?
  • Fair use is in wide and vigorous use today in many professional communities. For example, historians regularly quote both other historians’ writings and textual sources; filmmakers and visual artists use, reinterpret, and critique copyright material; while scholars illustrate cultural commentary with textual, visual, and musical examples.
  • Fair use is healthy and vigorous in daily broadcast television news, where references to popular films, classic TV programs, archival images, and popular songs are constant and routinely unlicensed.
  • many publications for educators reproduce the guidelines uncritically, presenting them as standards that must be adhered to in order to act lawfully.
  • Experts (often non-lawyers) give conference workshops for K–12 teachers, technology coordinators, and library or media specialists where these guidelines and similar sets of purported rules are presented with rigid, official-looking tables and charts.
  • this is an area in which educators themselves should be leaders rather than followers. Often, they can assert their own rights under fair use to make these decisions on their own, without approval.
  • ducators should share their knowledge of fair use rights with library and media specialists, technology specialists, and other school leaders to assure that their fair use rights are put into institutional practice.
  • Through its five principles, this code of best practices identifies five sets of current practices in the use of copyrighted materials in media literacy education to which the doctrine of fair use clearly applies.
  • When students or educators use copyrighted materials in their own creative work outside of an educational context, they can rely on fair use guidelines created by other creator groups, including documentary filmmakers and online video producers.
  • In all cases, a digital copy is the same as a hard copy in terms of fair use
  • When a user’s copy was obtained illegally or in bad faith, that fact may affect fair use analysis.
  • Otherwise, of course, where a use is fair, it is irrelevant whether the source of the content in question was a recorded over-the-air broadcast, a teacher’s personal copy of a newspaper or a DVD, or a rented or borrowed piece of media.
  • The principles are all subject to a "rule of proportionality." Educators’ and students’ fair use rights extend to the portions of copyrighted works that they need to accomplish their educational goals
  • Educators use television news, advertising, movies, still images, newspaper and magazine articles, Web sites, video games, and other copyrighted material to build critical-thinking and communication skills.
  • nder fair use, educators using the concepts and techniques of media literacy can choose illustrative material from the full range of copyrighted sources and make them available to learners, in class, in workshops, in informal mentoring and teaching settings, and on school-related Web sites.
  • Whenever possible, educators should provide proper attribution and model citation practices that are appropriate to the form and context of use.
  • Where illustrative material is made available in digital formats, educators should provide reasonable protection against third-party access and downloads.
  • Teachers use copyrighted materials in the creation of lesson plans, materials, tool kits, and curricula in order to apply the principles of media literacy education and use digital technologies effectively in an educational context
  • Wherever possible, educators should provide attribution for quoted material, and of course they should use only what is necessary for the educational goal or purpose.
  • Educators using concepts and techniques of media literacy should be able to share effective examples of teaching about media and meaning with one another, including lessons and resource materials.
  • fair use applies to commercial materials as well as those produced outside the marketplace model.
  • curriculum developers should be especially careful to choose illustrations from copyrighted media that are necessary to meet the educational objectives of the lesson, using only what furthers the educational goal or purpose for which it is being made.
  • Curriculum developers should not rely on fair use when using copyrighted third-party images or texts to promote their materials
  • Students strengthen media literacy skills by creating messages and using such symbolic forms as language, images, sound, music, and digital media to express and share meaning. In learning to use video editing software and in creating remix videos, students learn how juxtaposition reshapes meaning. Students include excerpts from copyrighted material in their own creative work for many purposes, including for comment and criticism, for illustration, to stimulate public discussion, or in incidental or accidental ways
  • educators using concepts and techniques of media literacy should be free to enable learners to incorporate, modify, and re-present existing media objects in their own classroom work
  • Media production can foster and deepen awareness of the constructed nature of all media, one of the key concepts of media literacy. The basis for fair use here is embedded in good pedagogy.
  • Students’ use of copyrighted material should not be a substitute for creative effort
  • how their use of a copyrighted work repurposes or transforms the original
  • cannot rely on fair use when their goal is simply to establish a mood or convey an emotional tone, or when they employ popular songs simply to exploit their appeal and popularity.
  • Students should be encouraged to make their own careful assessments of fair use and should be reminded that attribution, in itself, does not convert an infringing use into a fair one.
  • Students who are expected to behave responsibly as media creators and who are encouraged to reach other people outside the classroom with their work learn most deeply.
  • . In some cases, widespread distribution of students’ work (via the Internet, for example) is appropriate. If student work that incorporates, modifies, and re-presents existing media content meets the transformativeness standard, it can be distributed to wide audiences under the doctrine of fair use.
  • educators should take the opportunity to model the real-world permissions process, with explicit emphasis not only on how that process works, but also on how it affects media making.
  • educators should explore with students the distinction between material that should be licensed, material that is in the public domain or otherwise openly available, and copyrighted material that is subject to fair use.
  • ethical obligation to provide proper attribution also should be examined
  • Most "copyright education" that educators and learners have encountered has been shaped by the concerns of commercial copyright holders, whose understandable concern about large-scale copyright piracy has caused them to equate any unlicensed use of copyrighted material with stealing
  • This code of best practices, by contrast, is shaped by educators for educators and the learners they serve, with the help of legal advisors. As an important first step in reclaiming their fair use rights, educators should employ this document to inform their own practices in the classroom and beyond.
  • Many school policies are based on so-called negotiated fair use guidelines, as discussed above. In their implementation of those guidelines, systems tend to confuse a limited "safe harbor" zone of absolute security with the entire range of possibility that fair use makes available.
  • Using an appropriate excerpt from copyrighted material to illustrate a key idea in the course of teaching is likely to be a fair use, for example.
  • Indeed, the Copyright Act itself makes it clear that educational uses will often be considered fair because they add important pedagogical value to referenced media objects
  • So if work is going to be shared widely, it is good to be able to rely on transformativeness.
  • We don’t know of any lawsuit actually brought by an American media company against an educator over the use of media in the educational process.
John Evans

Introducing Young Children To Digital Citizenship - 0 views

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    "I sometimes learn more about my own practice in the classroom from the questions I am asked than I do from my own reflection. There is something about the lenses through which others see our work that helps us to see ourselves more clearly.  That was the case earlier this month at the Building Learning Communities Conference in Boston. At the end of the first day of a two-day session I was leading on Building Learning Communities in elementary classrooms, I asked the participants what they specifically wanted to talk about on the second day. One of the attendees asked me to address the way I introduce the idea of digital citizenship in my classroom. What a great question! Unfortunately, I didn't have a great answer. I did though, have the evening to think about my response."
John Evans

Definition of Literacy in a Digital Age - NCTE - 2 views

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    "NCTE's Definition of Literacy in a Digital Age makes it clear that the continued evolution of curriculum, assessment, and teaching practice itself is necessary. Literacy has always been a collection of communicative and sociocultural practices shared among communities. As society and technology change, so does literacy. "
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