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digimuve online learning & development Digital Literacy and Learning Digital Age Learning hat is Digital Literacy Growing-up Online Reading Digital Media

Day2 Part1

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Page 1: Day2 Part1

digimuve online learning & development

Digital Literacy and Learning

Digital Age LearningWhat is Digital Literacy?

Growing-up OnlineReading Digital Media

Page 2: Day2 Part1

Declaration on National Goals for Schooling in the 21st Century

When students leave school, they should be:

“…confident, creative and productive users of newtechnologies, particularly information andcommunication technologies, and understand theimpact of those technologies on society.”

digimuve online learning & development

| teaching and learning in the digital-age

Page 3: Day2 Part1

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 enteringthe new century will likely face more risks and uncertainties and willneed to gain more knowledge and master more skills than anygeneration before.”

Partnership for 21st Century Skills

“Today’s education system faces irrelevance unless we bridge thegap between how students live and how they learn.”http://www.21stCenturySkills.org

digimuve online learning & development

| teaching and learning in the digital-age

Page 4: Day2 Part1

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

Page 5: Day2 Part1

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

Page 6: Day2 Part1

Growing Up Online: Kaiser Foundation Zero to Six Report 2003

of all children 6 and under ... 48% have used a computer

4 – 6 yr olds ...

27% use a computer every day56% have used a computer by themselves

64% know how to use a mouse to point and click

70% have used a computer40% can load a CD-ROM by themselves

37% have turned on the computer by themselves

17% have sent email with the help of a parent

0 – 3 yr olds ... 27% have used a computer without sitting on a parent’s lap

digimuve online learning & development

| children’s digital lives

Page 7: Day2 Part1

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

Page 8: Day2 Part1

digimuve online learning & development

| what does this mean for educators?

Page 9: Day2 Part1

digimuve online learning & development

| what does this mean for educators?

Page 10: Day2 Part1

digimuve online learning & development

| what does this mean for educators?

Page 11: Day2 Part1

digimuve online learning & development

| what does this mean for educators?

Page 12: Day2 Part1

MUVEs: multi-user virtual environmentsNarrative environments : game style worldsVirtual worldsSocial & professional networksSharing & collaborative spacesAggregation & storageProducts & 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?

Page 13: Day2 Part1

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

Page 14: Day2 Part1

// 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

Page 15: Day2 Part1

Reading Digital Media

digimuve online learning & development

| digital literacy