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Digital Literacy Fundamentals | MediaSmarts - 1 views

  • This section looks at the various aspects and principles relating to digital literacy and the many skills and competencies that fall under the digital literacy umbrella. The relationship between digital literacy and digital citizenship is also explored and tips are provided for teaching these skills in the classroom
  • Use, Understand, Create
  • The Multi-Literacies of the Digital Age
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    A clear explanation of digital literacy that separates it out from the others - media literacy, information literacy etc. Key definitions to build from - especially in the context of developing a course related to digital or media literacy
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Common Sense :: Digital Bytes - 1 views

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    This new resource is INCREDIBLE !!! "Curious what Digital Bytes is all about? Digital Bytes is all about how you can explore and influence the digital world in which you live. Many kids have inspired/impacted the digital world in a big way... Seniors, known as the West High Bros, make the world a kinder place "one word at a time." A 9-year-old inspires imaginations globally with his cardboard magic. Erika used YouTube to take a stand and become a leader in the Dreamer movement. These kids have found their voices. When is yours going to be heard? Be part of a real conversation and show us what you've got."
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What is digital literacy? Eight (8) essential slements | The Search Principle: views ar... - 0 views

  • Cultural - We need to pay attention to the culture in which the literacies are situated Cognitive - We can’t just consider the procedural ways in which we use devices and programs. It’s the way we think when we’re using them Constructive - We can’t be passive consumers of technology/information. We should strive to use digital tools in reflective and appropriate ways Communicative - Digital tools and power structures change the way we communicate. An element of digital literacy is how we take command of that structure and use it to communicate effectively and contribute meaningfully Confident – in order to be a proficient user of technology, one must have the courage and confidence to dive into the unknown, take risks, make mistakes, and display confidence when “messing around” with new tools Creative – from his research, Doug says “…..the creative adoption of new technology requires teachers who are willing to take risks… a prescriptive curriculum, routine practices… and a tight target-setting regime, is unlikely to be helpful.” Conlon & Simpson (2003) Critical - Digital literacy involves an understanding of how to deal with hyperspace and hypertext and understanding it’s “not entirely read or spoken.” Can we critically evaluate the technologies we’re using? Civic - many schools are beginning to embrace technology to improve our lives and the lives of others in the world
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    8 Essential Elements of Digital Literacy for the 21st Century Teacher
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3 ways to weave digital citizenship into your curriculum - 0 views

  • Fortunately, in a classroom where students already use technology, it’s a simple matter to incorporate a digital citizenship component into any lesson — all while meeting both the ISTE Standards and the Common Core. For example, teachers have the opportunity to address digital citizenship whenever students: 1. Create digital presentations
  • 2. Study historical figures or literary characters Prompt students to think about how they present themselves online — and what it means to leave a digital footprint — by creating fake social media profiles for the characters they’re studying in history or English classes. “If Lincoln had a Twitter feed, what would he tweet? Get students to think about how these characters might present themselves online,” Mendoza said. “Reframe social media to look at how the characters might have exemplified themselves in a digital world and how it might have impacted them.” Add another dimension to this activity by using characters that have two very distinct sides to their personalities, such as Jekyll and Hyde. “It helps them think about how sometimes people present themselves online in a whole different way than they really are in person and why we might share things about ourselves that might not really be in line with who we are in person.”
  • Anytime students create content to share online, teachers can supplement the lesson with an age-appropriate discussion about copyright and fair use. Mendoza suggests going beyond simply showing students how to properly cite ideas and images. “Flip the tables on them. When they’re creating and sharing their work with the world online, ask them: How do you want other people to use your work? Would you want other people to make a profit off it, share it or alter it? That’s when it really hits home,” she said.
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  • 3. Research a project If a project requires students to perform research online, help them develop information literacy skills by introducing effective search strategies and discussing how to determine whether a website is credible.
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Excellent Checklist for Evaluating Information Sources ~ Educational Technology and Mob... - 0 views

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    "Digital literacy, as a set of skills that students need to develop and master in order to properly use digital technologies , is an essential component of the 21st century education. Being digitally literate should not be confused with being comfortable  using certain types of digital media such as  social media. And as Danah Boyd argued in her book "Understanding The Social Lives of Networked Teens" teenagers know how how to use Facebook, but their understanding of the site's privacy settings did not mesh with the ways in which they configured their accounts.They know how to get to Google but had little understanding about how to construct a query to get quality information from the popular search engine."
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MUST WATCH In Limbo: explore the traces we leave online - 1 views

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    "This unique transmedia project takes a documentary about internet privacy, digital identity, and online communications and adds a personal touch. By entering your own data into the project's interface, your digital self will be peppered throughout the film. This riveting doc profiles eight people, including computer pioneer Gordon Bell and Internet Archive founder Brewster Kahle, who share their thoughts and experiences on the new social phenomena of digital culture. Speakers in the film are captured by a Kinect camera, and they see themselves being digitized and converted into lines of code, in a constant interplay between the Web and reality."
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Digital Citizenship Week: 6 Resources for Educators | Edutopia - 1 views

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    "This year, in conjunction with October's Connected Educator Month, Common Sense Media is sponsoring Digital Citizenship Week from October 19 through October 25. Here, educators can find ways to get connected, activities to do with students and ideas for engaging parents. Really, the week is a perfect time to discuss digital responsibility, safety, and citizenship with students, and there are plenty of valuable events and resources for educators and students to use. Here are six of my favorites:"
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A Bloom's Digital Taxonomy For Evaluating Digital Tasks - 4 views

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    Aligning digital with Bloom's...this has a great connection to the SAMR model, if you're looking at exploring SMAR in your own practice/school
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The 22 Digital Skills Every 21st Century Teacher Must Have ~ Educational Technology and... - 1 views

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    This is a a great resource for all Digital tools that we've discussed...and MORE!
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    Hey everyone, this is a great resource for aggragation of digital tools...check it out!
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Definition Of Digital Citzenship - 2 views

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    Useful infographic that breaks down the huge subject of "digital citizenship" into manageable chunks.
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10 tips for engaging pupils and parents in e-safety and digital citizenship | Teacher N... - 1 views

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    10 great tips for teachers (and parents) to help kids understand digital citizenship.
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Monthly Digital Citizenship Themes - 3 views

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    Month by Month program for Digital Citizenship with a different focus for each grade level.
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    "Monthly Digital Citizenship Themes"
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Lesson plans about our Digital Footprint - Common Sense Media - 1 views

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    Excellent resources and lessons to teach students about the following topics (separated by grade level) - Privacy * Security - Digital Footprint & Reputation - Cyberbullying - Creative Credit & Copyright - Information iteracy - Internet Safety
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Welcome to the Digital Human Library - Digital Human Library - 0 views

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    "The Digital Human Library (dHL) is a free educational resource that connects Canadian teachers and students with hundreds of organizations and experts around the world who are delivering interactive curriculum-based programs using video conferencing technology."
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Education World: Consider Digital Badges for Kids - 0 views

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    digital badges, formative feedback
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What every school needs from a digital strategy | Network.Ed - 0 views

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    Interesting read on what schools need/ should look for when implementing a "digital strategy"
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How I Talk to My High-School Students About the Internet - David Cutler - The Atlantic - 3 views

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    Digital citizenship and living a life online.
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    Here are some digital literacy strategies...
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Game Changers | Canadian Education Association (CEA) - 0 views

  • In 2011, game designer Jane McGonigal published Reality is Broken, where she outlined four simple rules that define a game: a goal, rules, a feedback system, and voluntary participation. Both Jeopardy and The History of Biology fit this definition, but clearly there is a difference between games that teach the recall of facts and those that teach higher-order thinking skills.
  • esame Workshop, published a paper in 2011 called “Games for a Digital Age.” They distinguish between short-form games, “which provide tools for practice and focused concepts,” and long-form games, “which are focused on higher order thinking skills.” This is a useful first distinction teachers can use when evaluating games for use in the classroom.
  • A theme that comes up with teachers who use long-form video games is teaching empathy. “When I first started teaching natural disasters in Grade 7, there were case studies in the textbook, or videos,” says Mike Farley, a high-school teacher at the University of Toronto Schools (UTS). “When we invite students to play a simulation like Stop Disasters or Inside the Haiti Earthquake, they are more immersed; there’s more of an emotional learning.”
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  • UTS Principal Rosemary Evans sees these as “unique learning experiences,” different for each student with each session of play. “What excites me is the experiential component,” she says. “The simulations lead to an authentic experience, where the game environment represents different points of view.”
  • Justin Medved , the Director of Instructional Innovation at The York School, likes to talk about “layers of learning” taking place in the best games. “To what extent does the game offer an experience that offers some critical thinking, decision making, complexity, or opportunity for discussion and debate?” says Medved. The content is the first layer the students interact with, but meta-content skills can take longer to teach. Medved looks for “any opportunity for players to go out and do some research and thinking before coming back to the game.” Many games, says Medved, are super-fast and he tries to intentionally slow them down to allow for deeper thinking. “We want some level of learning to be slow, to discuss bias or different perspectives. Over time you can see a narrative unfolding.”
  • The question of whether to game or not game in class is not one of technology. It is one of pedagogy that starts and ends with the teacher. It is our job to provide a framework for deciding which games can be used in which contexts, and to use the best of the game world to inspire our students to higher-order thinking.
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    "Game Changers How digital games are creating new learning experiences Using games to teach discrete topics in the classroom is not a new phenomenon; however, games can also be used to teach higher-order thinking skills such as critical thinking, decision-making, creativity and communication. These so-called "long-form" games need to be contextualized by the teacher and woven into a robust curriculum of complimentary activities. Innovative educational gaming companies focus on developing high-quality digital content but also on the pedagogical implications of embedding the game in existing curriculum. Data collected from long-form digital games can be used to personalize instruction for students who are getting stuck on certain concepts or learn in a particular way. As games get more sophisticated, so must the teacher's understanding of the way students use them in the classroom."
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    For those interested in applying characteristics of gaming to their teaching.
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Digital-Citizenship-infographic.jpg (2255×3510) - 1 views

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    Thanks to Mardi for this great image. I've screenshot the image so that it can be downloaded and printed off for anyone...
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A Visual Guide To Teaching Students Digital Citizenship Skills - Edudemic - Edudemic - 3 views

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    Excellent infographic explaining digital citizenship for teachers.
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