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Robert Slane

Caitlin Barry: Defining 'Media Literacy' - 1 views

  • The problem is not with the teachers, but with the very definition of 'media literacy' itself. What is it, really? Can we swap the term out with 'digital learning' or 'ed tech' or 'culturally relevant education'? If so, all these terms are essentially meaningless. A student learning how to use an iPad in the classroom is not the same as a student asking critical questions of the messages in television. One is about using the media; the other is about analyzing it. These skills are as different as reading and writing. Before we can take any steps toward a national media curriculum (like the UK has had for a long time), we need to come to a consensus about the meaning of these words. If the average American can easily articulate the difference between reading and writing, he should also be able to quickly explain why we need media in the classroom. Only then can our students get the forward-thinking education that they deserve.
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    How do we define "media literacy". Without a clear definition, teachers may have a hard time knowing how to best to teach its use. 
Bradford Saron

MediaShift . Learning in a Digital Age: Teaching a Different Kind of Literacy | PBS - 0 views

  • Our global environmental, economic and social challenges require non-standardized skills such as creativity, problem-solving and collaboration. Accordingly, these are becoming indispensable skills for learners and workers who hope to stay at the innovative edge of today and tomorrow. While these 21st century skills are essential, they aren't enough. There is a growing expectation for these abilities to be leveraged and expressed using digital tools.
  • As media scholar Henry Jenkins has said: "Traditionally we wouldn't consider someone literate if they could read but not write. And today we shouldn't consider someone literate if they can consume but not produce media."
  • The literacy of the future rests on the ability to decode and construct meaning from one's constantly evolving environment -- whether it's coded orally, in text, images, simulations, or the biosphere itself. Therefore we must be adaptive to our social, economic and political landscape. Those of us living in this digital age are required to learn, unlearn and learn again and again.
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  • "The dogmas of the quiet past are inadequate to the stormy present. The occasion is piled high with difficulty, and we must rise with the occasion. As our case is new, so we must think anew and act anew."
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    What does literacy mean for students in the digital age? 
Bradford Saron

Co-designing communication solutions - 0 views

  • How about school-home texting? We’re asking parents if they’d want it. Could we video the next workshop and put it online? Or maybe literacy tips are best shared face-to-face: a teacher, another parent, and I brainstormed together about turning a typical parent breakfast into a Literacy Breakfast that would get the reading tips directly to parents who could ask immediate questions of teacher and literacy coach.
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    Really neat communication ideas for literacy!
Bradford Saron

Digital Literacies for Writing in Social Media | DMLcentral - 1 views

  • The best way to understand the expectations of a particular medium is to participate in that medium and identify its genre expectations as they emerge.
  • Students need to think of their online data along the dimensions of: * accessibility* searchability* persistence
  • teaching our students about the kairos of digital media, its accessibility and persistence, and the extent to which it is public and private will prepare them not only for the writing situations that they find themselves in now, but also those they will face in the future.
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  •  Digital communication eliminates this physical incompatibility between media: when all media are digital, all media are subject to the affordances of digital communication, most notably effortless copying and sharing.
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    Deeper thinking about communication in a digital age. 
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. 
Bradford Saron

A Manifesto for Media Education - 0 views

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    Included here are some very influential writers. Thoughts anyone? 
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