1. Internet Search - students need
to know how to do a proper internet search, using search terms and modifiers.
This skill is needed for school, work and life in general.
2. Office Suite Skills - students
need to now how to create, edit, and modify documents, presentations, and
spreadsheets. Businesses still use MS Office for the most part, but iWorks,
OpenOffice / LibreOffice, and Google
Docs are all getting more popular. They all work similarly so the
learning curve when switching isn't that big.
3. Self learning of tech and where to go for
help - knowing how to search a help menu on software or hardware,
where to go to find user forums for help, and where to find the manual for
technology is a huge skill that many do not know about.
6. Netiquette - Internet/Email/Social Media
etiquette - proper way to use the internet, write professional
emails, use social media in relation to your job (not complaining about the
boss).
5. Social Media - how to properly
use social media for school and work, how to protect yourself on it, the issues
of cyberbullying, connecting with others in your profession (PLN).
4. Typing - yes, typing. I can get much more work done
since I know how to type, then people who don't.
7. Security and Safety -
antivirus, spam, phishing, too much personal information sharing, stalkers, and
more are all issues they need to know about.
8. Hardware basics and troubleshooting - knowing what
different parts of technology are called, how to make minor fixes, and how to do
basic troubleshooting for WiFi, networks, OS won't load, etc
9. Backup data - with all of the
data that students create for school and work, it is important to back it up and
have access to it at any time
10. Finding apps and software -
how to find, evaluate, and use apps for school and business. Also, how to find
quality, free alternatives to paid software, apps and services.
Gateway source for all students: high school and college composition and journalism and student of life. Bookmark this source and then bookmark the hyperlinks in this article. Do you have the 10 (11 for the bonus) tech skills down? I certainly can improve in some of these areas.
This infographic is especially interesting because, as far as I saw it, most of these "innovative" approaches didn't actually seem all that extraordinary. More generally, it's puzzling (and troubling, really) that despite advances in ed-tech in primary and secondary school, higher education institutions are quite far behind the curve as far as innovative uses of technology goes.
I agree - besides a lot of back-office and stick-stuff-online applications, only Mixable stood out (forming study groups), and that seems not to have much scope.
I tend to agree with the author, though I would be interested in seeing evidence to support his claims.
I remember playing the classic horror survival game "Alone in the Dark" (from 1992) The graphics were fairly primitive by today's standards, the controls could be clunky, but I felt more immersed in the experience, even upon replaying years later.
By contrast, I played through first-person shooter and survival horror game F.E.A.R. recently. The graphics are very realistic and the controls are smooth, but something was missing that kept it from being an immersive experience for me.
People who haven't played the original "Alone in the Dark" may recognize more with games like "Resident Evil" in comparison with "Half Life".
saves developers from having to develop
has a high learning curve for those who haven’t already experienced many first-person games
This is an opinion article that talks about immersion and the first-person camera angle in video games. He argues that game developers should re-evaluate the assumption that the first-person viewpoint is inherently more immersive than other gaming experiences.
My neighbors, who spent the last 2-3 years teaching in Japan, introduced me to this site. They have online tutorials and games based on some 15 years of research into the most efficient ways to acquire knowledge. http://smart.fm/about/learning_science talks about their research; noteworthy is the "Ebbinghaus forgetting curve," which basically shows that the best way to remember something is to remember it just before you're about to forget it.
Check out their "BrainSpeed" game. Much more fun than flash cards.
Now this service/interface seems to offer real potential -- it's flexible, it's based on a dynamic interplay of different applications -- it's been around for a few years now -- anybody have first-hand experience with it?
Being a 2nd year part-time student, I already took David Rose's UDL course last spring. My group project for UDL was exploring VoiceThread-- understanding its current feautres and capabilities, testing it out in a real world situation with some students, and envisioning changes to fix shortcomings plus new features.
Overall, we thought VoiceThread was really cool! Could allow students to communicate in different kinds of ways (text, voice, submitting video statements, drawing-- whatever someone preferred or was comfortable with) and enabled a growing transcript of student dialogue in reference to a piece of content. But there was a real learning curve- in figuring out how (as a 'teacher') to create an original VoiceThread using our media. And then students had to figure out the interface and tools available to them as they used VoiceThread to browse a stream we created and comment on it. As of last spring at least, I felt it was a bit cumbersome. Really wish it was more intuitive so both creators and viewers could jump right in and get right to communicating. Haven't gone back to using it as of late, but I hear they now have iPhone/iPad access!
The Daily Show takes on iPads educational games and the 'freemium' pay model (free to get a game, costs $ to get desired add-ons and content). They specifically look at the game Tapfish.
Pretty funny - but I think hits the dangers of this model head on
Battu!!! You stole my thunder. I wanted to post this but I'm glad you did because I think it is one of the real hazards of education fronting for the products of private companies. We need to be ahead of the curve.
agreed - I think awareness of this growing model is crucial. But with the increasing occurrence of the pay-for-more mantra in mobile apps (especially those made by big publishers & developers-- even educational apps)--- will small-time efforts (solo developers, non-profits) be able to compete?
Is this model reflecting the true nature of app development? It's already hard for small/independent efforts to match the polish and amount of content of stuff made by the 'pros' (big publishers & devs). Is it the constant revenue the big apps are getting from in-app purchases that allows their stuff to rise and stay steps ahead?
I wonder if there'll be an obvious and real difference in the quality of free vs paid/pay-to-play apps down the road, enough that certain apps won't even be available in one category or the other.