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John Mikton

A Vision for the Future: Reflections on children's rights in the digital age - 0 views

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    "A Vision for the Future: Reflections on children's rights in the digital age By Pony Ma"
John Mikton

The association between adolescent well-being and digital technology use | Amy Orben - 1 views

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    "The association between adolescent well-being and digital technology use Amy Orben, Andrew K. Przybylski"
John Mikton

Nichole Pinkard on Digital Literacy (Big Thinkers Series) - YouTube - 0 views

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    "Corporate Greed Isn't New. The Internet Is Just the New Playing Field, says Douglas Rushkoff"
François Jourde

elearn Magazine: The Move is On! From the Passive Multimedia Learner to the Engaged Co-... - 2 views

  • Passive-Participatory model (P-PM)
  • user engagement levels
  • The OECD study notes the number of computers in the classroom is negatively linked to mathematics achievement in some countries, such as Spain. However, this study does not control for the type of educational uses of ICT but simply considers quantitative factors.
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  • So it is not so much the amount of time spent on using a computer, or even the novelty of using one, or even the type of technologies implemented that is significant but rather, it is the types of educational uses to which ICTs are applied that hold the potential to foster learning. We aim to highlight the importance of the different types of educational uses of ICT according to the learners' engagement by proposing a five-level hierarchy in the P-PM.
  • Participatory knowledge co-creation engages the participants not only in an interactive and socio-constructive situation, but also engages learners in the identification, understanding, and problem-solving processes of a problematic situation within their learning or neighborhood community, linking the team-based co-creation process with a participatory process wherein a team of learners engages in their learning community in order to improve a real-world problem or valuing community initiatives
  • Such original productions then become digital media artifacts, such as textual (e.g. when posted to a wiki), audiovisual (e.g. interactive video), multimedia (e.g. digital storytelling), or a programmed artifact (e.g. Scratch visual programming).
  • engages learners in the identification, understanding, and problem-solving processes of a problematic situation within their learning or neighborhood community. This level links the team-based co-creation process with a participatory process wherein a team of learners engages in their learning community in order to improve a real-world problem or valuing community initiatives.
  • Engaging in creative and co-creative usages of ICTs do not necessarily require a high-level technological investment.
  • repurposing non-educational technologies
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    "Learners' engagement according to levels of ICT usage (Passive-Participatory model)"
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