While the digital natives hypothesis is compelling in its simplicity, academic research in this area is painting a picture that is much more diffentiated and nuanced than popular opinions that, when it comes to technology, kids naturally "get it". Quickly learning and demonstrating a mastery of the mechanics of a particular process or use of a given technology (posting to Facebook, for example, or playing a video game one has never seen before) shouldn't be confused with a mastery of how to successfully use various technology tools with which young people come into contact in ways that are relevant to their own lives and communities.
In his new book, Imagine, Jonah Lehrer explores the art and science of original thinking — from Shakespearean tragedies to the invention of masking tape to Nike's "Just Do It" campaign. And when you get stuck?
When confronted with the question: What tech skills do you want your kids to know by the end of primary school? I was forced to reflect on my IT education and where and when I obtained it. It seemed that most of my own IT education was self taught. Playing computer games, exploring the internet with basic search engines like Alta Vista. Today, employers and society expect 10 essential tech skills in order to cope with this dynamic experience we call life!
Technology is a tool that can be used to help teachers facilitate learning experiences that address the diverse learning needs of all students and help them develop 21st Century Skills. At it's most basic level, digital tools can be used to help students find, understand and use information. When combined with student-driven learning experiences fueled by Essential Questions offering flexible learning paths, it can be the ticket to success.
We have countless ways to connect with others and should teach our students how to do the same thing. Unfortunately, some of the very ways that we connect at home are outlawed in school. This means that our students are missing out on creating relationships with other students in communities close by or in nations far away.
The concept of 21st Learning has been around since the 1990s. There was a recognition that with the pace of technological change, the jobs of the 20th Century would be unrecognisable to those living in the 21st Century. We had to prepare our students for a future of great difference and uncertainty. As a result, we needed to move towards a more independent, skills based education system rather than the model we had that was based on content knowledge and specific skills for specific jobs.
Visual literacy is a 21st Century Skill that requires students to interpret, use and create media in ways to encourage critical thinking, decision-making, communication and learning. With easy access to copyright-friendly digital images and a growing number of web 2.0 resources for manipulating them, it's certainly worth offering students the option of conveying a message visually.
Educators clamor for open access to social media in schools. We (including me) write about the need to teach digital citizenship to the digital natives. And yet . . . how do we even define social media? I witnessed many metaphors yesterday and each one of them seemed to suggest that we are attempting to find things in our physical world in order to make sense out of the digital.
I'm not sure it does make sense. At least not to me.
To be digitally literate is to have access to a broad range of practices and cultural resources that you are able to apply to digital tools. It is the ability to make and share meaning in different modes and formats; to create, collaborate and communicate effectively and to understand how and when digital technologies can best be used to support these processes.
Schools, by and large, have tamed the canon. They have made it into the stuff of tests, multiple-choice answers, and standardized responses. Everyone now, finally, has access to the canon at a time when schools have rendered it toothless. Young people today have access to far more texts, images, and diverse media of far more kinds than in the past. - James Gee, What Video Games Have to Teach Us
To help parents and educators contend with a profusion of digital media marketed as educational, nonprofit Common Sense Media has begun a new ratings initiative to evaluate the learning potential of websites, video games, and mobile apps.
Ask a K-12 educator these questions and chances are the answers will have something to do with teaching proper behavior and setting appropriate prohibitions. Good digital citizens don't engage in cyberbullying, they might tell you. They don't give out too much personal information, and they don't post crazy videos on YouTube that will come back to haunt them in future job interviews.
But some educators, particularly those who think about this issue in higher education, will say that digital citizenship has less to do with safety and civility than participation in the worldwide online conversation--participation that requires a set of relatively sophisticated skills. But who's to say those questions, and those skills, must wait until our prospective citizens are college freshmen?
This publication is the product of a collaboration that started in the fall of 2010 when a total of eighty New School faculty, librarians, students, and staff came together to think about teaching and learning with digital media. These conversations, leading up to the MobilityShifts Summit, inspired this collection of essays, which was rigorously peer-reviewed.
Common Sense Media offers this FREE Digital Literacy and Citizenship Curriculum to help educators empower their students and their school communities to be safe, responsible, and savvy as they navigate this fast-paced digital world. NO COST to your school. It's all free thanks to generous support from our philanthropic supporters. Research-based learning.
Technology advancements have touched every facet of life including education. This latter has been radically transformed and teachers who do not use social media and educational technology in thier teaching no longer fit in the new system.That’s why every educator and teacher should reconsider certain values and principles .
Get a basic overview of the Digital Literacy Curriculum for mastering computer concepts and skills. The goal of Microsoft Digital Literacy is to teach and assess basic computer concepts and skills so that people can use computer technology in everyday life to develop new social and economic opportunities for themselves, their families, and their communities.
A review of the research on active learning compiled for physiology faculty contains five “key findings” that author Joel Michael maintains ought “to be incorporated [into] our thinking as we make decisions about teaching physiology [I would say,...