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DigiCulture project
Dr. Diana Andone
Politehnica University of Timisoara, Romania
Project coordinator
Creative Industries
Advertising and marketing,
Architecture and landscapes,
Crafts and other areas of cultural heritage,
Design: Product, graphics and fashion design,
Film, TV, video, radio and photography,
IT, digital economy and games,
Museums, galleries and libraries,
Music, visual arts and performing arts
Creative creators
World Economic Forum’s - “The Future of Jobs”, January 2019
Top 10 skills in 2020
• Complex problem solving.
• Critical thinking.
• Creativity.
• People management.
• Co-ordinating with others.
• Emotional intelligence.
• Judgment and decision making.
• Service orientation.
• Negotiation.
• Cognitive flexibility.
Top 10 skills in 2005 (compared with 2020
statistics)
• Complex problem solving.
• Co-ordinating with others (-3).
• People management (-1).
• Critical thinking (+2).
• Negotiation (-4).
• Quality control. *
• Service orientation (-1).
• Judgment and decision making (+1).
• Active listening.*
• Creativity (+7).
*drop out of Top 10 skills in 2020
https://www.jisc.ac.uk/guides/developing-students-digital-literacy
Digital
literacies
https://www.jisc.ac.uk/guides/developing-students-digital-literacy
Digital Literacy Social
Networking
Transliteracy
Maintaining
Privacy
Managing
Digital Identity
Creating
Content
Organizing
and Sharing
Reusing /
Repurposing
Filtering and
Selecting
Self-
Broadcasting
(Steve Wheeler http://steve-wheeler.blogspot.co.uk/ )
DigComp 2.1: The Digital Competence Framework
for Citizens.
July 2019
https://ec.europa.eu/jrc/en/publication/eur-scientific-and-technical-
research-reports/digcomp-21-digital-competence-framework-citizens-
eight-proficiency-levels-and-examples-use
DigComp 2.1
The DigComp Conceptual Reference Model that includes competences:
Information (1.1 Browsing, searching and filtering information, 1.2
Evaluating Information, 1.3 Storing and retrieving information)
Communication (2.1 Interacting through technologies, 2.2 Sharing
information and content, 2.3 Engaging in online citizenship, 2.4
Collaborating through digital channels, 2.5 Netiquette, 2.6 Managing
digital identity)
Content creation (3.1 Developing content, 3.2 Integrating and re-
elaborating, 3.3 Copyright and Licences, 3.4 Programming)
Safety (4.1 Protecting devices, 4.2 Protecting personal data, 4.3 Protecting
health, 4.4 Protecting the environment)
Problem solving (5.1 Solving technical problems, 5.2 Identifying needs
and technological responses, 5.3 Innovating and creatively using
technology, 5.4 Identifying digital competence gaps).
DigComp 2.1: The
Digital
Competence
Framework for
Citizens.
Competențe
digitale pentru
cetățeni
https://ec.europa.eu/jrc/en/publication/eur-scientific-and-
technical-research-reports/digcomp-21-digital-competence-
framework-citizens-eight-proficiency-levels-and-examples-use
Principles for Digital Development
https://digitalprinciples.org/
Europass CV
https://europass.cedefop.europa.eu/editors/en/cv/compose
SELFIE Discover the digital potential of your school
https://ec.europa.eu/education/schools-go-digital
http://www.project-musa.eu/
MuSA project
Cultural and creative industries
EU Commission
https://ec.europa.eu/culture/policy/cultural-creative-industries_en
European Creative Industries Alliance
http://www.eciaplatform.eu/
Creative Europe Program
https://ec.europa.eu/programmes/creative-europe/projects/
Culture Action Europe
https://cultureactioneurope.org/
Improving the Digital Competences and Social Inclusion of Adults
in Creative Industries
Partners
• UPT POLITEHNICA UNIVERSITY OF TIMISOARA, Romania
• UNIROMA3 UNIVERSITA DEGLI STUDI ROMA TRE, Italy
• AAU AALBORG UNIVERSITET, Denmark
• UNI GRAZ UNIVERSITAET GRAZ, Austria
• DCU DUBLIN CITY UNIVERSITY, Ireland
• TM2021 Asociatia Timisoara Capitala Culturala Europeana,
Romania
• InterArt Triade Foundation, Romania
• JME Associates Ltd, UK
• NADE NATIONAL ASSOCIATION OF DISTANCE EDUCATION,
Lithuania
DigiCulture project
To enhance awareness of the need for training in digital skills for the creative industries
To design and validate cross-country Guidelines for Digital Competences for Creative Industries
To create an Integrated Virtual Learning Hub as an online and mobile UniCampus
To design, develop and deliver a Digital Skills and Social Inclusion for Creative Industries Course,
translated into all partners’ languages, online MOOCs type courses with OERs
To introduce the Digital Skills e-assessment and Open Badges for adult education in CI
To enhance collaboration between education providers, universities, cultural and heritage
institutions and associations, cultural actors, workers and volunteers
To provide evidence about how achievement, assessment and validation of digital skills
contributes to the uptake of new skills in creative industries
Video on DIgiCulture Channel
https://www.youtube.com/channel/UC8Js48HnNu9x1l0QQ6pTA2Q/featured
1. The Internet,
World Wide Web
and introduction to
the digital world
2. Digital Content &
Publishing
(including wikis)
3. Data Protection
and Open Licenses
4. Digital Curation -
Digital Libraries and
Museums
5. Digital Safety,
Security and Ethics
6. Digital
Storytelling
7. Digital Audiences,
Digital Analytics
(Google, Facebook,
Twitter, SEO)
8. Social Media for
Culture
9. Augmented and
Virtual Reality
10. Mobile Apps
and Mobile User
Experience
11. Digital
Management in
Culture
12. Digital
Communication &
Presentations
13. Online and
Mobile Digital
Media Tools (audio-
video)
DigiCulture Courses – online/ blended learning, free course
DigiCulture Course – online/ blended learning, free course
A Multilanguage online
platform and courses
Hosted on UniCampus
DigiCulture Course – online/ blended learning, free course
13 courses
Basic Level Training
OERs
Best practices
Culture & technology examples
Digital artists
examples, study cases
DigiCulture OPEN BADGES
Digital Skills e-assessment tool
Open Badges for Digital Skills
under the Creative Commons License
www.digiculture.eu
Dr. Diana Andone
Director
e-Learning Center
Politehnica University ofTimisoara
Romania
Email: diana.andone@upt.ro
Elearning.upt.ro/diana.andone
@diando70
EDEN Fellow 2011
EDEN VicePresident
IEEE Romania Committee
member
IEEE Computer Society –
TCLT Committee Member
IEEE Education
IEEE Women in Engineering
https://digiculture.eu/
@CultureDigi
CONCEPTUAL GUIDELINES FOR DIGITAL
COMPETENCES FOR CULTURE
Antonella Poce
University of Roma Tre, Professor in Experimental
Education
State of the art
Starting from the general framework “DigComp
2.1” (Carretero et al., 2017), the project partners
focused their attention on the five digital
competency dimensions: information and digital
literacy 2. digital communication and collaboration
3. digital content creation 4. digital safety 5 digital
problem solving.
Despite the usefulness of the DigiComp 2.1
framework, it does not provide specific directions
regarding the role of these skills in the CI sector.
The research
For this reason, research was conducted in order to
understand how the five general digital competency
dimensions could be better contextualized and
understood in the CI sector.
This research consisted of a systematic literature
review (O.1.1), and quantitative surveys (n=148) and
interviews (n=21) conducted with a sample of
stakeholders from the CI sector (O1.2).
The guidelines for “Digital Competences for culture”
(O1.3) provides the DigiCulture project with a
theoretical foundation from which to develop the
DigiCulture Course based on the results of the literature
review (O.1.1) surveys and interviews (O.1.2)
1. Information and data literacy
• Information and Data Literacy obtained a score of 79,4 out of
100 in importance according to the stakeholders surveyed;
• 61% of the survey respondents reported training needs in the
areas of Managing and Evaluating Data and Information and
Digital Content.
• There are no digital tools specifically related to the skill
Information and Data Literacy; but, the need to adopt a critical
approach to the use of digital technologies in CI professions has
been highlighted in interviews like in the following extract:
“Digital skills mean to be aware that the deep knowledge of
content is crucial to work with a specific cultural product.”
Courses aimed at develop Information and Digital Literacy
Skills for Cultural Industries employees
Course Syllabus
1. The Internet,
World Wide Web
and introduction to
the digital world
1.WWW Introduction & Web 2.0.
2.Internet History and Terminology.
3.Introduction to the digital technology.
4.Searching the Web.
5.Digital formats and Terminology.
6.Mobile Web.
7.Free, freemium and premium.
8.Future of the Internet.
2. Digital Curation -
Digital Libraries and
Museums
1.Digitisation (incl. 3D)
2.What are data models, metadata
standards, vocabularies?
3.Collection Management Systems
4.Trusted Repositories (certification, etc)
5.Online collections portals, digitorials,
and virtual exhibitions
2. Digital Communication and
collaboration
Courses aimed at develop Digital Communication and
Collaborative Skills for CI employees
Course Syllabus
1. Digital
Audiences,
Digital Analytics
(Google, Facebook,
Twitter, SEO)
1.Know and define Digital Audiences -
2.Audiences and Digital Analytics
Facebook Custom Audiences TOOL,
3.Digital Analytics in social media
platforms - tools to measure and plan
4.SEO as a means to expand your digital
audience and online presence
2. Social Media
for Culture
1.What is social media?
2.Social media engagement in the
cultural sector
3.Social Media for museums promotion
4.Social Media for Culture education
development
5.Media audiences
6.How to evaluate social media impact
3. Digital
Communication
& Presentations
1.What is digital communication and
presentation?
2.Digital Strategy
3.Digital marketing Strategy
4.Strategic Communication
5.Management of the website
6.Digital presentation
• When stakeholders were required to predict which digital skills
would be most important in the next 10 years, they assigned +12%
points to Digital Communication and Collaboration.
• The importance of these skills is also reflected in the qualitative
data. Quoting one stakeholder’s definition of Digital Skills: “For
me digital skills mean to be able to use social media platforms to
manage work relationships”
• Only a few respondents have attended an online course focused
on developing Digital Communication and Collaboration skills.
Most of them were not aware of courses specifically designed for
their learning needs
• Different tools for internal and external
communication/collaboration were suggested.
3. Digital Content creation
• 54% of survey respondents indicated that Digital Content
Creation was a very important skill in CI.
• However, stakeholders determine that employees in the CI
field need more training in Developing Digital Content and
Integrating and Re-elaborating Digital Content (57.6% and
54.2% of respondents, respectively).
• The following content should be covered in online courses
related to Digital Content Creation: photography, music and
social media.
• Digital content creation tools can be classified as general
(e.g. Office Suite) or sector specific (e.g. Autocad;
GarageBand).
Courses aimed at develop Digital Content Creation Skills for
CI employees
Course Syllabus
1. Digital Content &
Publishing
1.Wikis.
2.Blogs.
3.Newsletters.
4.Various media contents.
5.eBooks.
6.Repositories & online libraries.
2. Digital Storytelling
1.The art of storytelling;
2.Digital and storytelling as learning and
teaching methodology;
3.DST to promote 4C skills (Creativity,
Communication, Collaboration and
Critical Thinking).
4.DST for culture and heritage fruition
(museums, archaeological sites, libraries)
3. Augmented and
Virtual Reality
1.What is virtual and augmented reality?
2.Real-world applications of Virtual and
Augmented Reality
3.Different AR and VR types
4.Creation of virtual reality scenes
5.How to prototype AR and VR
applications
4. Online and Mobile
Digital Media Tools
(audio-video)
1.Different Formats and Terminology.
2.Images/Photos Editing Tools.
3.Video Editing Tools.
4.Audio Editing Tools.
5.Audio & Video Streaming.
6.Online Editing Tools for Social Media.
4. Digital Safety
• Despite the growing attention Digital Safety is receiving in
Europe (e.g. GDPR regulation), no scientific references on the
topic of Digital Safety were identified by the literature review
in the specific context of CI;
• Data obtained from the surveys and interviews also indicate that
CI stakeholders only seem to have a general understanding of
Digital Safety issues and it is not still part of their professional
practices.
• Although stakeholders are becoming more and more aware of
the importance of Safety and Data Protection, related skills and
behaviours are still not at the centre of their professional
practices. These results highlight the need to strengthen CI
employee awareness and develop their foundational skills.
Courses aimed at develop Digital Safety Skills for
CI employees
Course Syllabus
1. Data
Protection and
Open Licenses
1.IPR and "copyright" 1.01
2.(Open) Licensing
3.Basic principles of Privacy
and Data Protection
2. Digital
Safety, Security
and Ethics
1.Overview of digital SSE
2.Principles of SSE
3.Protecting yourself and
your work
4.Ethical practices and tools
5. Digital Problem Solving
• Digital Problem Solving (DPS) was considered to be
very important by 80% of survey participants
• Creatively Using Digital Technologies, one of the sub-
skills of the DPS dimension, is the skill that CI
employees needed to develop most according to
59.7% of the survey respondents.
• Digital Management in Culture (a topic related with
DPS) was considered important in the course by 51% of
respondents. Having said that, only one CI stakeholder
has attended a Digital Management in Culture online
course.
Courses aimed at develop Digital Problem Solving
Skills for CI employees
Course Syllabus
1. Mobile Apps
and Mobile User
Experience
1.Introduction to the Smart Phone eco
system and app development
2.Native vs not native (browser) apps
(responsive design)
3.Mobile Sensors and changing context.
4.Mobile Prototyping tools: Interactive UI
Sketching;
5.Purpose of Apps for different contexts:
6.Case studies fx:
7.How to evaluate user experience.
Frameworks and design heuristics.
2. Digital
Management in
Culture
1.Managing and training staff in digital skills
2.Managing external contractors and
designers
3.Software deployment and management -
licencing, freeware, shareware etc
4.Digital Asset Management (DAM)
5.Website management - SEO, analytics
6.Social Media management
7.Customer Relations Management (CRM)
8.Managing copyright and intellectual
property
Digital competences
dimensions (DigComp
2.1)
Group or groups of digital tools (O1.1 +
O.1.2)
Examples of tools
Information and data
literacy
Tools for Visual content management Adobe Creative Suites, Adobe Photoshop, Adobe Acrobat.
Tools for Social media monitoring Brand24, Snaplytics, Sprout Social, Sprinklr.
Tools for data management Trello, accounting software, TMS collection Management software.
Tools for text digital documents management Microsoft Office (Word, Excel, Publisher), Google Drive, Google Drive.
Tools for Music & Sound content management GarageBand, Sibelius, Spotify, BandCamp.
Communication and
Collaboration
Tools for Digital communication Instant Messaging & VoIP: Slack, Messenger, GoToMeeting, WhatsApp,
Facetime, ProofHub, Skype, Slack, Trello.
Tools for File sharing and transferring Google Drive, Dropbox, WeTransfer
Email MailChimp, Mailing list
Tools for digital interactions Touchscreen technologies, Gaming, Augmented Reality
Digital Content
Creation
Tools for Digital content creation through social media Instagram, Facebook, Twitter, YouTube.
Tools for Digital content creation through website Wordpress and Adobe Dreamweaver.
Tools for Visual content creation Adobe Photoshop, Smartphone camera, Drones, Promo.com video
making tool, iMovie, iPhoto, Canvas, Windows Movie Maker, Final Cut
Pro, Clip Studio.
Tools for Music & Sound content creation GarageBand, Sibelius, Spotify, BandCamp, Google Suite, Google Analytics.
Tools for Digital content and document creation Microsoft Office (Word, Excel, Publisher), Google Drive, Google Drive
Tools for Graphs and 3D AutoCad, SketchUp, Cam2, PhotoScan
Safety Tools for devices and personal data protection Online banking app, DuckDuckGo, ProtonMail, Signal.
Problem Solving Tools for Creative use of digital technologies BlueJeans, Moovly, Powtoon
Final remarks
• The results described will be used within the DigiCulture project for the construction, implementation
and evaluation of online learnign paths, through the DigiCulture MOOC, aimed at promoting digital skills
and competences, transverse competences and social inclusion in CI professionals from 7 different
European countries: Romania, Italy, Austria, Lithuania, UK, Ireland and Denmark.
• Considering the close connection with the European DigiComp framework (Carretero et al., 2017), the
Guidelines for Digital Competences for Creative Industries can also be used in wider contexts, at
national and international level, to design online learning and training paths in CI field.
• Universities, educators and researchers can define and evaluate accordingly online training courses
aimed at training CI employees or future professionals in the field of digital skills.
Thank you for you attention!
Antonella Poce
Antonella.poce@uniroma3.it
Badges in
Digital Culture MOOCS
Hendrik Knoche, Aalborg University (DK)
Issued
Earned
Displayed
Understood/ Verified
Badges
Badges in Moodle
Issue Badges to..
• University
• School
• Company
• Students
• Learners
Badges:
• recognize achievements
• build pathways to work towards learning goals
• way to identify talent based on competency and attitude
• validation for skills and achievements.
Issue badges through:
• Activity/course completion
• Competencies
Earn badges through course completionBadges in Moodle
Evidence in Moodle Attach evidence/students
earn upload share
Sharing Badges
DigiCulture OPEN BADGES
Digital Skills e-assessment tool
Open Badges for Digital Skills
under the Creative Commons License
www.digiculture.eu
MOOC DESIGN in DigiCulture
Associate Professor Mairéad Nic Giolla Mhichíl
Dublin City University
13 Courses
Iterative Design Process
- Iterative between partners and intellectual outputs
- Each course developed in tandem with each other drawing on the expertise
- Tie back to the survey data from end users about tools and competencies
they need to develop
- define, design, refine, iterate each course modules,
- design, develop each course module content using new materials,
existing and producing new OERs, delivery modes and blends
- Evaluation & assessment methods and tools
- Translate course materials from English into national languages,
- Iterate the course after Pilot delivery .
Iterative Design Process II within courses
- Range of activities/tasks for learners to engage in and with
- Interactive element within courses
- Courses designed to be stand alone but also to recognise and build on
learning points from each other
Iterative Design Process II within courses
- Range of activities for learners to engage in and with
- Interactive element within courses
- Using and incorporating OERs into the design
- Existing tutorials on Tools
- Creation of OERs
- Case studies - provide overview use case to align with learners expectations
- Beginner level an introduction starting moving point to more advanced concepts
Iterative Design III
- Assessment process within courses
- Formative & Summative
- Moving beyond certificate of completion to learner participation and
activity level - contributions
- Badging - a consistent and clear approach
1. The Internet,
World Wide Web
and introduction to
the digital world
2. Digital Content &
Publishing
(including wikis)
3. Data Protection
and Open Licenses
4. Digital Curation -
Digital Libraries and
Museums
5. Digital Safety,
Security and Ethics
6. Digital
Storytelling
7. Digital Audiences,
Digital Analytics
(Google, Facebook,
Twitter, SEO)
8. Social Media for
Culture
9. Augmented and
Virtual Reality
10. Mobile Apps
and Mobile User
Experience
11. Digital
Management in
Culture
12. Digital
Communication &
Presentations
13. Online and
Mobile Digital
Media Tools (audio-
video)
DigiCulture Courses – online/ blended learning, free course
Video on DIgiCulture Channel
https://www.youtube.com/channel/UC8Js48HnNu9x1l0QQ6pTA2Q/featured
https://digiculture.eu/en/
Register here
https://digiculture.eu/en/courses/
Start 15 June 2020
https://digiculture.eu/en/

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Designing Online Courses for Digital Skills and Competences for the Creative Industries – DigiCulture

  • 1.
  • 2. DigiCulture project Dr. Diana Andone Politehnica University of Timisoara, Romania Project coordinator
  • 3. Creative Industries Advertising and marketing, Architecture and landscapes, Crafts and other areas of cultural heritage, Design: Product, graphics and fashion design, Film, TV, video, radio and photography, IT, digital economy and games, Museums, galleries and libraries, Music, visual arts and performing arts
  • 5. World Economic Forum’s - “The Future of Jobs”, January 2019 Top 10 skills in 2020 • Complex problem solving. • Critical thinking. • Creativity. • People management. • Co-ordinating with others. • Emotional intelligence. • Judgment and decision making. • Service orientation. • Negotiation. • Cognitive flexibility. Top 10 skills in 2005 (compared with 2020 statistics) • Complex problem solving. • Co-ordinating with others (-3). • People management (-1). • Critical thinking (+2). • Negotiation (-4). • Quality control. * • Service orientation (-1). • Judgment and decision making (+1). • Active listening.* • Creativity (+7). *drop out of Top 10 skills in 2020
  • 8. Digital Literacy Social Networking Transliteracy Maintaining Privacy Managing Digital Identity Creating Content Organizing and Sharing Reusing / Repurposing Filtering and Selecting Self- Broadcasting (Steve Wheeler http://steve-wheeler.blogspot.co.uk/ )
  • 9. DigComp 2.1: The Digital Competence Framework for Citizens. July 2019 https://ec.europa.eu/jrc/en/publication/eur-scientific-and-technical- research-reports/digcomp-21-digital-competence-framework-citizens- eight-proficiency-levels-and-examples-use
  • 10. DigComp 2.1 The DigComp Conceptual Reference Model that includes competences: Information (1.1 Browsing, searching and filtering information, 1.2 Evaluating Information, 1.3 Storing and retrieving information) Communication (2.1 Interacting through technologies, 2.2 Sharing information and content, 2.3 Engaging in online citizenship, 2.4 Collaborating through digital channels, 2.5 Netiquette, 2.6 Managing digital identity) Content creation (3.1 Developing content, 3.2 Integrating and re- elaborating, 3.3 Copyright and Licences, 3.4 Programming) Safety (4.1 Protecting devices, 4.2 Protecting personal data, 4.3 Protecting health, 4.4 Protecting the environment) Problem solving (5.1 Solving technical problems, 5.2 Identifying needs and technological responses, 5.3 Innovating and creatively using technology, 5.4 Identifying digital competence gaps).
  • 11. DigComp 2.1: The Digital Competence Framework for Citizens. Competențe digitale pentru cetățeni https://ec.europa.eu/jrc/en/publication/eur-scientific-and- technical-research-reports/digcomp-21-digital-competence- framework-citizens-eight-proficiency-levels-and-examples-use
  • 12. Principles for Digital Development https://digitalprinciples.org/
  • 14. SELFIE Discover the digital potential of your school https://ec.europa.eu/education/schools-go-digital
  • 16. Cultural and creative industries EU Commission https://ec.europa.eu/culture/policy/cultural-creative-industries_en European Creative Industries Alliance http://www.eciaplatform.eu/ Creative Europe Program https://ec.europa.eu/programmes/creative-europe/projects/ Culture Action Europe https://cultureactioneurope.org/
  • 17. Improving the Digital Competences and Social Inclusion of Adults in Creative Industries
  • 18. Partners • UPT POLITEHNICA UNIVERSITY OF TIMISOARA, Romania • UNIROMA3 UNIVERSITA DEGLI STUDI ROMA TRE, Italy • AAU AALBORG UNIVERSITET, Denmark • UNI GRAZ UNIVERSITAET GRAZ, Austria • DCU DUBLIN CITY UNIVERSITY, Ireland • TM2021 Asociatia Timisoara Capitala Culturala Europeana, Romania • InterArt Triade Foundation, Romania • JME Associates Ltd, UK • NADE NATIONAL ASSOCIATION OF DISTANCE EDUCATION, Lithuania
  • 19. DigiCulture project To enhance awareness of the need for training in digital skills for the creative industries To design and validate cross-country Guidelines for Digital Competences for Creative Industries To create an Integrated Virtual Learning Hub as an online and mobile UniCampus To design, develop and deliver a Digital Skills and Social Inclusion for Creative Industries Course, translated into all partners’ languages, online MOOCs type courses with OERs To introduce the Digital Skills e-assessment and Open Badges for adult education in CI To enhance collaboration between education providers, universities, cultural and heritage institutions and associations, cultural actors, workers and volunteers To provide evidence about how achievement, assessment and validation of digital skills contributes to the uptake of new skills in creative industries
  • 20. Video on DIgiCulture Channel https://www.youtube.com/channel/UC8Js48HnNu9x1l0QQ6pTA2Q/featured
  • 21. 1. The Internet, World Wide Web and introduction to the digital world 2. Digital Content & Publishing (including wikis) 3. Data Protection and Open Licenses 4. Digital Curation - Digital Libraries and Museums 5. Digital Safety, Security and Ethics 6. Digital Storytelling 7. Digital Audiences, Digital Analytics (Google, Facebook, Twitter, SEO) 8. Social Media for Culture 9. Augmented and Virtual Reality 10. Mobile Apps and Mobile User Experience 11. Digital Management in Culture 12. Digital Communication & Presentations 13. Online and Mobile Digital Media Tools (audio- video) DigiCulture Courses – online/ blended learning, free course
  • 22. DigiCulture Course – online/ blended learning, free course A Multilanguage online platform and courses Hosted on UniCampus
  • 23. DigiCulture Course – online/ blended learning, free course 13 courses Basic Level Training
  • 24. OERs Best practices Culture & technology examples Digital artists examples, study cases
  • 25. DigiCulture OPEN BADGES Digital Skills e-assessment tool Open Badges for Digital Skills under the Creative Commons License www.digiculture.eu
  • 26. Dr. Diana Andone Director e-Learning Center Politehnica University ofTimisoara Romania Email: diana.andone@upt.ro Elearning.upt.ro/diana.andone @diando70 EDEN Fellow 2011 EDEN VicePresident IEEE Romania Committee member IEEE Computer Society – TCLT Committee Member IEEE Education IEEE Women in Engineering https://digiculture.eu/ @CultureDigi
  • 27. CONCEPTUAL GUIDELINES FOR DIGITAL COMPETENCES FOR CULTURE Antonella Poce University of Roma Tre, Professor in Experimental Education
  • 28. State of the art Starting from the general framework “DigComp 2.1” (Carretero et al., 2017), the project partners focused their attention on the five digital competency dimensions: information and digital literacy 2. digital communication and collaboration 3. digital content creation 4. digital safety 5 digital problem solving. Despite the usefulness of the DigiComp 2.1 framework, it does not provide specific directions regarding the role of these skills in the CI sector.
  • 29. The research For this reason, research was conducted in order to understand how the five general digital competency dimensions could be better contextualized and understood in the CI sector. This research consisted of a systematic literature review (O.1.1), and quantitative surveys (n=148) and interviews (n=21) conducted with a sample of stakeholders from the CI sector (O1.2). The guidelines for “Digital Competences for culture” (O1.3) provides the DigiCulture project with a theoretical foundation from which to develop the DigiCulture Course based on the results of the literature review (O.1.1) surveys and interviews (O.1.2)
  • 30. 1. Information and data literacy • Information and Data Literacy obtained a score of 79,4 out of 100 in importance according to the stakeholders surveyed; • 61% of the survey respondents reported training needs in the areas of Managing and Evaluating Data and Information and Digital Content. • There are no digital tools specifically related to the skill Information and Data Literacy; but, the need to adopt a critical approach to the use of digital technologies in CI professions has been highlighted in interviews like in the following extract: “Digital skills mean to be aware that the deep knowledge of content is crucial to work with a specific cultural product.” Courses aimed at develop Information and Digital Literacy Skills for Cultural Industries employees Course Syllabus 1. The Internet, World Wide Web and introduction to the digital world 1.WWW Introduction & Web 2.0. 2.Internet History and Terminology. 3.Introduction to the digital technology. 4.Searching the Web. 5.Digital formats and Terminology. 6.Mobile Web. 7.Free, freemium and premium. 8.Future of the Internet. 2. Digital Curation - Digital Libraries and Museums 1.Digitisation (incl. 3D) 2.What are data models, metadata standards, vocabularies? 3.Collection Management Systems 4.Trusted Repositories (certification, etc) 5.Online collections portals, digitorials, and virtual exhibitions
  • 31. 2. Digital Communication and collaboration Courses aimed at develop Digital Communication and Collaborative Skills for CI employees Course Syllabus 1. Digital Audiences, Digital Analytics (Google, Facebook, Twitter, SEO) 1.Know and define Digital Audiences - 2.Audiences and Digital Analytics Facebook Custom Audiences TOOL, 3.Digital Analytics in social media platforms - tools to measure and plan 4.SEO as a means to expand your digital audience and online presence 2. Social Media for Culture 1.What is social media? 2.Social media engagement in the cultural sector 3.Social Media for museums promotion 4.Social Media for Culture education development 5.Media audiences 6.How to evaluate social media impact 3. Digital Communication & Presentations 1.What is digital communication and presentation? 2.Digital Strategy 3.Digital marketing Strategy 4.Strategic Communication 5.Management of the website 6.Digital presentation • When stakeholders were required to predict which digital skills would be most important in the next 10 years, they assigned +12% points to Digital Communication and Collaboration. • The importance of these skills is also reflected in the qualitative data. Quoting one stakeholder’s definition of Digital Skills: “For me digital skills mean to be able to use social media platforms to manage work relationships” • Only a few respondents have attended an online course focused on developing Digital Communication and Collaboration skills. Most of them were not aware of courses specifically designed for their learning needs • Different tools for internal and external communication/collaboration were suggested.
  • 32. 3. Digital Content creation • 54% of survey respondents indicated that Digital Content Creation was a very important skill in CI. • However, stakeholders determine that employees in the CI field need more training in Developing Digital Content and Integrating and Re-elaborating Digital Content (57.6% and 54.2% of respondents, respectively). • The following content should be covered in online courses related to Digital Content Creation: photography, music and social media. • Digital content creation tools can be classified as general (e.g. Office Suite) or sector specific (e.g. Autocad; GarageBand). Courses aimed at develop Digital Content Creation Skills for CI employees Course Syllabus 1. Digital Content & Publishing 1.Wikis. 2.Blogs. 3.Newsletters. 4.Various media contents. 5.eBooks. 6.Repositories & online libraries. 2. Digital Storytelling 1.The art of storytelling; 2.Digital and storytelling as learning and teaching methodology; 3.DST to promote 4C skills (Creativity, Communication, Collaboration and Critical Thinking). 4.DST for culture and heritage fruition (museums, archaeological sites, libraries) 3. Augmented and Virtual Reality 1.What is virtual and augmented reality? 2.Real-world applications of Virtual and Augmented Reality 3.Different AR and VR types 4.Creation of virtual reality scenes 5.How to prototype AR and VR applications 4. Online and Mobile Digital Media Tools (audio-video) 1.Different Formats and Terminology. 2.Images/Photos Editing Tools. 3.Video Editing Tools. 4.Audio Editing Tools. 5.Audio & Video Streaming. 6.Online Editing Tools for Social Media.
  • 33. 4. Digital Safety • Despite the growing attention Digital Safety is receiving in Europe (e.g. GDPR regulation), no scientific references on the topic of Digital Safety were identified by the literature review in the specific context of CI; • Data obtained from the surveys and interviews also indicate that CI stakeholders only seem to have a general understanding of Digital Safety issues and it is not still part of their professional practices. • Although stakeholders are becoming more and more aware of the importance of Safety and Data Protection, related skills and behaviours are still not at the centre of their professional practices. These results highlight the need to strengthen CI employee awareness and develop their foundational skills. Courses aimed at develop Digital Safety Skills for CI employees Course Syllabus 1. Data Protection and Open Licenses 1.IPR and "copyright" 1.01 2.(Open) Licensing 3.Basic principles of Privacy and Data Protection 2. Digital Safety, Security and Ethics 1.Overview of digital SSE 2.Principles of SSE 3.Protecting yourself and your work 4.Ethical practices and tools
  • 34. 5. Digital Problem Solving • Digital Problem Solving (DPS) was considered to be very important by 80% of survey participants • Creatively Using Digital Technologies, one of the sub- skills of the DPS dimension, is the skill that CI employees needed to develop most according to 59.7% of the survey respondents. • Digital Management in Culture (a topic related with DPS) was considered important in the course by 51% of respondents. Having said that, only one CI stakeholder has attended a Digital Management in Culture online course. Courses aimed at develop Digital Problem Solving Skills for CI employees Course Syllabus 1. Mobile Apps and Mobile User Experience 1.Introduction to the Smart Phone eco system and app development 2.Native vs not native (browser) apps (responsive design) 3.Mobile Sensors and changing context. 4.Mobile Prototyping tools: Interactive UI Sketching; 5.Purpose of Apps for different contexts: 6.Case studies fx: 7.How to evaluate user experience. Frameworks and design heuristics. 2. Digital Management in Culture 1.Managing and training staff in digital skills 2.Managing external contractors and designers 3.Software deployment and management - licencing, freeware, shareware etc 4.Digital Asset Management (DAM) 5.Website management - SEO, analytics 6.Social Media management 7.Customer Relations Management (CRM) 8.Managing copyright and intellectual property
  • 35. Digital competences dimensions (DigComp 2.1) Group or groups of digital tools (O1.1 + O.1.2) Examples of tools Information and data literacy Tools for Visual content management Adobe Creative Suites, Adobe Photoshop, Adobe Acrobat. Tools for Social media monitoring Brand24, Snaplytics, Sprout Social, Sprinklr. Tools for data management Trello, accounting software, TMS collection Management software. Tools for text digital documents management Microsoft Office (Word, Excel, Publisher), Google Drive, Google Drive. Tools for Music & Sound content management GarageBand, Sibelius, Spotify, BandCamp. Communication and Collaboration Tools for Digital communication Instant Messaging & VoIP: Slack, Messenger, GoToMeeting, WhatsApp, Facetime, ProofHub, Skype, Slack, Trello. Tools for File sharing and transferring Google Drive, Dropbox, WeTransfer Email MailChimp, Mailing list Tools for digital interactions Touchscreen technologies, Gaming, Augmented Reality Digital Content Creation Tools for Digital content creation through social media Instagram, Facebook, Twitter, YouTube. Tools for Digital content creation through website Wordpress and Adobe Dreamweaver. Tools for Visual content creation Adobe Photoshop, Smartphone camera, Drones, Promo.com video making tool, iMovie, iPhoto, Canvas, Windows Movie Maker, Final Cut Pro, Clip Studio. Tools for Music & Sound content creation GarageBand, Sibelius, Spotify, BandCamp, Google Suite, Google Analytics. Tools for Digital content and document creation Microsoft Office (Word, Excel, Publisher), Google Drive, Google Drive Tools for Graphs and 3D AutoCad, SketchUp, Cam2, PhotoScan Safety Tools for devices and personal data protection Online banking app, DuckDuckGo, ProtonMail, Signal. Problem Solving Tools for Creative use of digital technologies BlueJeans, Moovly, Powtoon
  • 36. Final remarks • The results described will be used within the DigiCulture project for the construction, implementation and evaluation of online learnign paths, through the DigiCulture MOOC, aimed at promoting digital skills and competences, transverse competences and social inclusion in CI professionals from 7 different European countries: Romania, Italy, Austria, Lithuania, UK, Ireland and Denmark. • Considering the close connection with the European DigiComp framework (Carretero et al., 2017), the Guidelines for Digital Competences for Creative Industries can also be used in wider contexts, at national and international level, to design online learning and training paths in CI field. • Universities, educators and researchers can define and evaluate accordingly online training courses aimed at training CI employees or future professionals in the field of digital skills.
  • 37. Thank you for you attention! Antonella Poce Antonella.poce@uniroma3.it
  • 38. Badges in Digital Culture MOOCS Hendrik Knoche, Aalborg University (DK)
  • 40. Badges in Moodle Issue Badges to.. • University • School • Company • Students • Learners Badges: • recognize achievements • build pathways to work towards learning goals • way to identify talent based on competency and attitude • validation for skills and achievements. Issue badges through: • Activity/course completion • Competencies
  • 41. Earn badges through course completionBadges in Moodle
  • 42. Evidence in Moodle Attach evidence/students
  • 43.
  • 44.
  • 46. DigiCulture OPEN BADGES Digital Skills e-assessment tool Open Badges for Digital Skills under the Creative Commons License www.digiculture.eu
  • 47. MOOC DESIGN in DigiCulture Associate Professor Mairéad Nic Giolla Mhichíl Dublin City University
  • 49. Iterative Design Process - Iterative between partners and intellectual outputs - Each course developed in tandem with each other drawing on the expertise - Tie back to the survey data from end users about tools and competencies they need to develop - define, design, refine, iterate each course modules, - design, develop each course module content using new materials, existing and producing new OERs, delivery modes and blends - Evaluation & assessment methods and tools - Translate course materials from English into national languages, - Iterate the course after Pilot delivery .
  • 50. Iterative Design Process II within courses - Range of activities/tasks for learners to engage in and with - Interactive element within courses - Courses designed to be stand alone but also to recognise and build on learning points from each other
  • 51. Iterative Design Process II within courses - Range of activities for learners to engage in and with - Interactive element within courses - Using and incorporating OERs into the design - Existing tutorials on Tools - Creation of OERs - Case studies - provide overview use case to align with learners expectations - Beginner level an introduction starting moving point to more advanced concepts
  • 52.
  • 53. Iterative Design III - Assessment process within courses - Formative & Summative - Moving beyond certificate of completion to learner participation and activity level - contributions - Badging - a consistent and clear approach
  • 54. 1. The Internet, World Wide Web and introduction to the digital world 2. Digital Content & Publishing (including wikis) 3. Data Protection and Open Licenses 4. Digital Curation - Digital Libraries and Museums 5. Digital Safety, Security and Ethics 6. Digital Storytelling 7. Digital Audiences, Digital Analytics (Google, Facebook, Twitter, SEO) 8. Social Media for Culture 9. Augmented and Virtual Reality 10. Mobile Apps and Mobile User Experience 11. Digital Management in Culture 12. Digital Communication & Presentations 13. Online and Mobile Digital Media Tools (audio- video) DigiCulture Courses – online/ blended learning, free course
  • 55. Video on DIgiCulture Channel https://www.youtube.com/channel/UC8Js48HnNu9x1l0QQ6pTA2Q/featured