1. digimuve online learning & development Digital Literacy and Learning Digital Age Learning What is Digital Literacy? Growing-up Online Reading Digital Media
2. Declaration on National Goals for Schooling in the 21st Century When students leave school, they should be: “… confident, creative and productive users of new technologies, particularly information and communication technologies, and understand the impact of those technologies on society.” digimuve online learning & development | teaching and learning in the digital-age
3. UNICEF Global Agenda for Children: Learning for the 21st Century “ In order for the world to survive and prosper in the new century, people will need to learn more and learn differently. A child entering the new century will likely face more risks and uncertainties and will need to gain more knowledge and master more skills than any generation before.” Partnership for 21st Century Skills “ Today’s education system faces irrelevance unless we bridge the gap between how students live and how they learn.” http://www.21stCenturySkills.org digimuve online learning & development | teaching and learning in the digital-age
4. What is Digital Literacy? The ability to read and write impacts considerably on a person’s potential to communicate and learn. But how, and in what ways does a person’s ability to read and write digitally, impact on that potential? Being able to access the Internet; find, manage and edit digital information; join in communications; and engage with an online information and communications network, are all aspects of ‘ digital literacy’. digimuve online learning & development | digital literacy
5. Digital Media in the Lives of Youth What digital media do your students use? Do you use digital media features in your practice? Why? Why not? How do the kids see the role of Digital Media in their lives? digimuve online learning & development | digital media and literacy
6.
7. Digital Media in the lives of 8-18 yr olds (Kaiser Foundation 2005) A fast changing landscape // Use of digital devices more than doubled from 1999 – 2004. [Recreational Use] // IM barely existed in 1999. Today it’s one of the most popular online activities. // Video games are more sophisticated MUVEs and more realistic. // Streaming audio and video, file sharing and portable devices have transformed industries. // Simultaneous use of multiple media is increasing substantially. – 1/4 to 1/3 of adolescents report using multiple media “most of the time” – girls are more likely to media multitask than boys // Each of the various media industries are devoting more resources to producing content explicitly targeting children and adolescents more than ever before. digimuve online learning & development | generation M
8. digimuve online learning & development | what does this mean for educators?
9. digimuve online learning & development | what does this mean for educators?
10. digimuve online learning & development | what does this mean for educators?
11. digimuve online learning & development | what does this mean for educators?
12. MUVEs: multi-user virtual environments Narrative environments : game style worlds Virtual worlds Social & professional networks Sharing & collaborative spaces Aggregation & storage Products & services [e-commerce] In these spaces, people // run businesses & engage in e-commerce // live, love & learn // create & construct // play, trade & socialise // make their voices heard digimuve online learning & development | what does this mean for educators?
13. More importantly, what does it mean for our students? It is naive to believe that youth acquire the skills and competencies they need in a digital participatory culture on their own simply by interacting with popular culture , or by virtue of the fact that they are perceived as technowizards . Studies have refuted these stereotypes. Teens are not superior Web geniuses who can use anything a site throws at them. Their performance in ‘Website Usability’ surveys is lower than their adult counterparts. Teens’ poor performance is caused by: insufficient reading skills , less sophisticated research strategies , and a dramatically lower patience level for problem solving . Nielsen 2008 Usability of Websites for Teenagers survey digimuve online learning & development | misconceptions about teens
14. // In schools, computers are ... ... used 80% of the time to do work and 20% of the time to construct knowledge . digimuve online learning & development | thinking about pedagogy