Python Notes for mca i year students osmania university.docx
Frameworks and models of digital competence
1. FRAMEWORKS AND MODELS
OF DIGITAL COMPETENCE
Mart Laanpere
Senior researcher @Tallinn University
Centre for EducationalTechnology
2. TECHNOLOGY GENERATIONS
• The first generation:
1963-1985
• Scale: One computer for all
schools in Estonia
• Rationale: Learning about
computers: hardware,
coding
• Role of teacher: engineer
3. TECHNOLOGY GENERATIONS
• The second generation:1986
- 2015
• Scale:At least one computer
lab in every school
• Rationale: Learning from
computers, educational
multimedia for various school
subjects
• Role of teacher: librarian
4. TECHNOLOGY GENERATIONS
• The third generation: now
• Scale: One-to-one computing: at
least one digital device per learner
• Rationale: Learning with
technology: learner as creator,
active team member, storyteller,
inquirer, activist, problem-solver
with the help of technology
• Role of teacher: orchestrator
6. DIGITAL COMPETENCE AS…
• A set of structured, disciplinary
knowledge that learners acquire
mainly in the specific school subject
(incl. coding skills)
• Source: computer science
• Frameworks: Bebras.org,ACM/
CSTA computing curriculum,
International Olympiad in Informatics
• Analogue: numeric competence that is
based on the subject and discipline of
mathematics
7. PROJECT IDEAS
• Coding competition/challenge
• Girls who code
• Teach coding to your teachers/peers
• Hour/week of code
8. DIGITAL COMPETENCE AS…
• A set of universal practical
computer-handling skills,
commonly needed in most of
the workplaces (incl. word
processing, presentations,
spreadsheets,Web)
• Source: office job requirements
• Models: ECDL, DigComp
• Analogue: driving skills
9. PROJECT IDEAS
• Teach your grandparents how to use computer
• Learn to build Web sites
• Digital safety in school
• Teaching and learning through videoconferencing
10. DIGITAL COMPETENCE AS…
• A generic key competence,
close to ‘learning to learn’
competence, trialogical
knowledge building with digital
tools
• Source: pedagogy
• Framework: ISTE standards for
students, Estonian DigComp
standard for students
• Analogue: literacy
11. PROJECT IDEAS
• Digital storytelling
• Digital nature trails
• Design and develop educational games, open badges
• Intercultural online encyclopaedia (wiki)
• Using e-portfolios in assessment for learning
• Inquiry learning with smartphones and sensors
12. RECOMMENDATIONS
• When planning a new ErasmusPlus project on digital competence
development, focus on:
• Digital competence as a key competence that helps student to
learn other things than computers or software
• Learning with technology (personal smart devices)
• Learner as creator or teacher, teamwork, gamification of
learning, problem-based learning, connecting to the world of
work, innovative pedagogies
13. But what was the question?
Technology is the answer!
14. SOME RIGHTS RESERVED
• This work is licensed under the Creative Commons Attribution
Share Alike 3.0 International License.
• To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/3.0/.
• The images are taken from Wikimedia Commons (slide 3),
Wikipedia (slide 6), Koolielu.ee (slide 7) and Flickr (slides 5 & 8, by
Michael Surran)