Digital citizenship is " the norms of appropriate, responsible behavior with regard to technology use." It is the combination of technical and social skills that enable a person to be successful and safe in the information age.
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"(We have created an 8-part comprehensive report containing a series of one-to-two page “briefs” regarding learning game design. This is part 1: The What and Why of Gamification. If you would like to see the white paper in its entirety, check out the Learning Briefs section on our website.)
Gamification of learning can mean a few different things:
• Creating learning games INSTEAD of courses and allowing people to play as they learn. • Creating highly realistic simulations that mirror real-world environments. These simulations allow people to gain and grow skills in a “safe” environment as opposed to an actual work environment where mistakes could cost money…or even lives. • Adding common game elements to courses without creating a game. What “common game elements” are we talking about? Here are a few, all of which are interrelated:
1. Competition – creating leader boards or achievements that let learners compare their progress against other learners or simply against a previous “personal best.” The badges available to Google news readers are an example of this. 2. A social component – creating a means for people to dialogue and showcase their progress in a game. 3. Points and scoring features – so people can measure progress as they go. 4. Missions, quests, or challenges for people to master – ways to capture people’s imaginations and immerse them in an experience. They may go through various levels of play with each level becoming more complex..."
Turning Students into Good Digital Citizens; Teen’s App Zapped by High School Officials; CoSN, UNESCO Release Working Papers on Mobile Learning (Weekly Roundup: Digital Citizens, Student-Created Apps, Mobile Learning
"There is a big difference between online education, massive open online courses (MOOCs) and blended learning... MOOCs are a relatively new spin on web-based learning that opens up classes to the masses, though usually not for credit. Blended learning, on the other hand, uses technology to enhance traditional learning environments. In blended classrooms, also known as flipped classrooms, professors use classroom time to interact with students and use the Internet to deliver lectures, typically as web videos."
Mahara is an open source ePortfolio and social networking web application. It provides users with tools to create and maintain a digital portfolio of their learning and social networking features to allow users to interact with each other.
E-Portfolios play an increasingly important part in effective student learning. At Birmingham City University, the Mahara e-porfolio system has been successfully integrated in to learning, teaching and assessments in different disciplines.
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