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Bradford Saron

Tech Transformation: Information Literacy, Digital Literacy and Digital Citizenship - 1 views

  • To be information literate, a person must be able to recognize when information is needed and has the ability to locate, evaluate, and use effectively the needed information.
  • igital literacy is the ability to locate, organize, understand, evaluate and analyze information using digital technology.
  • Digital citizenship refers to the use of these skills to interact with society.
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  • Digital Literacy seems to be very similar: In Wikipedia it starts with a definition that is almost word for word identical to ALA definition of information literacy but adds on three new words:
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    Thoughtful article about how 21st Century literacies interface with 21st citizenship.  
Bradford Saron

So Here's What I'd Do : 2¢ Worth - 0 views

  • But here are the solutions that this challenge brings to mind. Eliminate paper from the budget and remove all copiers and computer printers from schools and the central office (with exceptions of essential need). “On this date, everything goes digital.” Create a professional development plan where all faculty and staff learn to teach themselves within a networked, digital, and info-abundant environment — it’s about Learning-Literacy. Although workshops would not completely disappear, the goal would be a culture where casual, daily, and self-directed professional development is engaged, shared, and celebrated — everyday! Then extend the learning-literacy workshops to the greater adult community. Establish a group, representing teachers, staff, administration, students, and community. Invite a “guru” or two to speak to the group about the “Why” of transforming education.  Video or broadcast the speeches to the larger community via local access, etc. The group will then write a document that describes the skills, knowledge, appreciations and attitudes of the person who graduates from their schools — a description of their goal graduate. The ongoing work of writing this document will be available to the larger community for comment and suggestion. The resulting piece will remain fluidly adaptable. Teachers, school administrators, and support staff will work in appropriately assembled into overlapping teams to retool their curricula toward assuring the skills, knowledge, appreciations and attitudes of the district’s goal graduate. Classroom curricula will evolve based on changing conditions and resources. To help keep abreast of conditions, teachers and support staff will shadow someone in the community for one day at least once a year and debrief with their teams identifying the skills and knowledge they saw contributing to success, and adapt their curricula appropriately.
  • The district budget will be re-written to exclude all items that do not directly contribute to the goal graduate or to supporting the institution(s) that contribute to the goal graduate. Part of that budget will be the assurance that all faculty, staff, and students have convenient access to networked, digital, and abundant information and that access will be at least 1 to 1. A learning environment or platform will be selected such as Moodle, though I use that example only as a means of description. The platform will have elements of course management system, social network and distributive portfolio. The goal of the platform will be to empower learning, facilitate assessment, and exhibit earned knowledge and skills to the community via student (and teacher) published information products that are imaginative, participatory and reflect today’s prevailing information landscape. Expand the district’s and the community’s notions of assessment to include data mining, but also formal and informal teacher, peer, and community evaluation of student produced digital products. Encourage (or require) teachers to produce imaginative information products that share their learning either related or unrelated to what they teach.  Also establish learning events where teachers and staff perform TED, or TELL (Teachers Expressing Leadership in Learning) presentations about their passions in learning to community audiences. Recognize that change doesn’t end and facilitate continued adapting of all plans and documents. No more five-year plans. Everything is timelined to the goal graduate.
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    In response to the "bad" trend of tech gurus not offering any solutions. 
Bradford Saron

Is the New Information Landscape Changing our Shopping Practices? : 2¢ Worth - 2 views

  • It also makes more clear the need to retool every classroom and equip every teacher and learner with contemporary information technologies, and instill not only the literacy skills of this information landscape, but also the literacy habits.
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    Warlick is great at seeing the application of digital knowledge. 
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    That was an interesting read. I think as people become more accustomed to on-line purchasing it will inevitably grow. It sure beats standing in line all night to take advantage of the Black Friday sales.
Curt Rees

Donald Clark Plan B - 0 views

  • My suspicion is that they know far more about this than we adults.
  • Never have the young shared so much, so often in so many different ways.
  • Teaching and lecturing are largely lone wolf activities in classrooms. Schools, colleges and Universities share little. Educational professionals are deeply suspicious of anything produced outside of their classroom or their institution.
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  • Beware of big, abstract nouns.
  • When it comes to creativity, my own view is that the music, drama and other creative skills my own offspring have gained, have mostly been acquired outside of school.
  • Universities were failing badly on the three skills they studied; critical thinking, complex reasoning and communications
  • Across the Arab world young people have collaborated on Blogs, Twitter, Facebook and Youtube to bring down entire regimes. Not one of them has been on a digital literacy course.
  • Pushing rounded, sophisticated, informal skills into a square, subject-defined environment is not the answer.
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    This is very thought-provoking, especially the section on collaboration. 
Bradford Saron

Chris Hedges: Why the United States Is Destroying Its Education System - Chris Hedges' ... - 0 views

  • A nation that destroys its systems of education, degrades its public information, guts its public libraries and turns its airwaves into vehicles for cheap, mindless amusement becomes deaf, dumb and blind. It prizes test scores above critical thinking and literacy. It celebrates rote vocational training and the singular, amoral skill of making money. It churns out stunted human products, lacking the capacity and vocabulary to challenge the assumptions and structures of the corporate state. It funnels them into a caste system of drones and systems managers. It transforms a democratic state into a feudal system of corporate masters and serfs.
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    Via @mcleod
Bradford Saron

Alan Gershenfeld: Game-Based Learning: Hype Vs. Reality - 0 views

  • Project-based learning: Games are interactive, "lean-forward," and participatory. They enable players to step into different roles (e.g. scientist, explorer, inventor, political leader), confront a problem, make meaningful choices and explore the consequences of these choices. Games can help make learning more engaging, relevant and give students real agency in ways that static textbooks simply cannot.
  • Personalized learning: Games are designed to enable players to advance at their own pace, fail in a safe and supportive environment, acquire critical knowledge just-in-time (vs. just-in-case), iterate based on feedback and use this knowledge to develop mastery. Games can help teachers manage large classes with widely divergent student capabilities and learning styles through embedded assessment and individualized, adaptive feedback.
  • 24/7 learning: Games offer a delicate mix of challenges, rewards and goals that drive motivation, time-on-task and a level of engagement that can seamlessly cross from formal to informal learning environments. Given that kids spend more time engaged with digital media than any other activity (other than sleep), games can enable an increasing portion of this out-of-school digital media time to effectively reinforce in-school learning (and vice-versa).
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  • Peer-to-peer learning: Games are increasingly social. Whether they involve guilds or teams jointly accomplishing missions, asynchronous collaboration over social networks or sourcing advice from interest-driven communities to help solve tricky challenges, games naturally drive peer-to-peer and peer-to-mentor social interactions.
  • 21st Century skill development: Games are complex. Whether it is a 5-year-old parsing a Pokemon card or a 15-year-old optimizing a city in SimCity, games can foster critical skills such as problem solving, critical thinking, systems thinking, digital media literacy, creativity and collaboration. Given that many of the jobs that will emerge in 21st century have not yet been invented, these 'portable' skills are particularly important.
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    Although some of the stats may be uncharacteristic of most of Wisconsin, this seems well presented-especially the bold points of strength for gaming. 
Guy Leavitt

Technology helps make language click for students - The Denver Post - 0 views

  • "The Internet offers incredible opportunities to build high-level, deep thinkers if we provide the instruction that's needed."
  • Vicki Collet, a literacy facilitator for the Poudre School District in Larimer County, recently met with a group of middle-school teachers and posed a question: Are kids reading as much as they used to? The unanimous response: More. And yes, that includes novels, not just online fare. But the teachers saw a connection between the two — online information, including social networking, often steers students toward an attractive literary niche. Think "Harry Potter" or even "Twilight." "Then," says Collet, "they read deeply within that genre."
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    How is technology affecting kids learning?
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