In today’s hypermedia landscape, youth and young adults are increasingly using social media platforms, online aggregators and mobile applications for daily information use. Communication educators, armed with a host of free, easy-to-use online tools, have the ability to create dynamic approaches to teaching and learning about information and communication flow online.
In this paper we explore the concept of curation as a student- and creation-driven pedagogical tool to enhance digital and media literacy education. We present a theoretical justification for curation and present six key ways that curation can be used to teach about critical thinking, analysis and expression online. We utilize a case study of the digital curation platform Storify to explore how curation works in the classroom, and present a framework that integrates curation pedagogy into core media literacy education learning outcomes.
It encompasses other narrower terms such as problem-based learning and active learning and is acknowledged as improving student learning outcomes. However academic ... Enquiry Based Learning and Information Literacy Instruction.
The Benefits of Inquiry-Based Instruction: - teaches problem-solving, critical thinking skills, and disciplinary content, promotes the transfer of concepts to new problem questions, teaches students how to learn and builds self-directed learning skills, and develops student ownership of their inquiry and enhances student interest in the subject matter
“BEING ADAPTABLE IN A FLAT world, knowing how to ‘learn how to learn,’ will be one of the most important assets any worker can have, because job churn will come faster, because innovation will happen faster,” writes Thomas Friedman in The World Is Flat. I’ve invoked this “learn to learn” mantra before, but recent shifts in the opportunities for librarians and library staff to learn have brought me back to it.
Lots people want to get started with game based learning, gamification and serious games in their training. We’ve been curating game related content for over a year and a half while conducting our own research and case studies. Here are 100 articles related to games and learning. Some of them are research-based, while others just offer an interesting perspective to spark discussion. Take what you need and share this with a colleague.
School librarians must be assertive leaders and technology experts, Joel Castro, associate superintendent for the Lubbock, Texas, School District, told attendees at SLJ's annual Leadership Summit in Austin in September.
When students engage in quality projects, they develop knowledge, skills, and dispositions that serve them in the moment and in the long term. There are several ways to start designing projects. Here are six steps that will help you get started.
Self Organised Learning Environments (SOLEs) developed out of Professor Sugata Mitra's earlier Hole in the Wall experiments, which demonstrated that given access to a computer and internet connection, children are capable of teaching themselves.
St. Aidan's Primary School, Gateshead, are the key research partner in an ongoing SOLE study. iLab are collecting data to support research into how SOLE methodology can be adapted to enquiry based learning in UK classrooms.
At one time not so long ago, literacy was defined as the ability to read and write and the school library was a place where students came to check our books to read or to find information in reference books.