The Global Digital Citizen understands that we can govern technology for the benefit of both ourselves and others. It is a citizen that views the world as an interconnected community. Additionally, they realize we simultaneously share technological and human experiences regardless of culture, status, or political/religious beliefs.
So we define the best assets of the Global Digital Citizen using 5 tenets.
En esta entrada se presentan en conjunto los últimos números de las Revistas Científicas de Educación que colaboran con Aula Magna 2.0. Su consulta y reflexión acercarán al lector a la actualidad de la investigación educativa. ¡Buena lectura! Bordón. Revista de … Sigue leyendo →
"If you aren’t familiar with the idea of gamification, be prepared to thank the Millennials for its inclusion in almost everything. Gamification involves bringing in traits traditionally associated with video games and using them to engage people in other activities. The principle has been used in everything from employee engagement efforts to healthcare objectives about customer wellness. And the educational system is not excluded from attempts to gamify previously uninspiring activities."
"t’s no secret that technologies come and go. In fact, the ever-changing technological landscape makes it incredibly difficult to keep up with the latest and greatest tech trends, let alone plan how new tools can be used to enhance course instruction and student engagement."
"Chances are that, by now, you have read something about the effectiveness of Blended-learning environments, about the teachers who employ such learning spaces to enhance student learning, and why they do it.
But that does not bring you, our everyday teacher on the street, much closer to understanding how to integrate blended learning strategies into your teaching, in your school’s context to benefit your students."
"Adults need to know how the course is relevant to them. They are inclined to learn only when they think the time and efforts they invest in learning is worth the outcome. E-learning courses that state initially what’s in it for the learner, best address the adult learning principle of communicating the course relevance."
As more of our lives are consumed with digital technology — social media, texting and smartphones — is it any wonder that our children are growing up with electronic gadgets as companions?
A report on media consumption by the nonprofit Common Sense Media said teens spend an average of nearly nine hours a day using screen media, and children between ages 8 and 12 consume an average of almost six hours a day.
And, ownership of smartphones — mobile devices with an internet connection — has tripled in recent years among young people. In 2011, 22 percent of students starting high school had a smartphone; by 2015, the number rocketed to 68 percent.
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