Archive of ‘digital identity’ category

Digital Citizenship

ISTE Launches Digital Citizenship Academy Series for Educators

http://thejournal.com/articles/2014/11/18/iste-launches-digital-citizenship-academy-series-for-educators.aspx

“For educators  to prepare students to be good digital citizens, it is crucial that they have a  clear understanding of the many components of digital citizenship and  consistently model the behavior.” said Wendy Drexler, ISTE chief innovation officer,  in a prepared statement

technology for early childhood students

Plan for today, Mon, Nov 17 class session:

Parent involvement in their children’s social emotional and academic development.

  1. Introduce myself, who I am, who do I work with. Why is it good to know IMS and consider working with IMS. How to contact us – 5 min
  2. Start with a video from the following IMS blog entry: https://blog.stcloudstate.edu/ims/2013/05/01/on-digital-literacy/ :
    http://youtu.be/d5kW4pI_VQw – 2 min. What is the video about, how do students think it relates to their class (parent involvement in their children’s social emotional and academic development) – about 5 min
  3. Group work assignment – what is digital literacy and why is it important to people of all ages:
    Students work in groups and outline a definition of digital literacy and a list of 5 reasons about the importance – 5 min
    Study and discuss the following infographic (5 min)
    https://blog.stcloudstate.edu/ims/2014/10/16/early-learners-tech-use/
    For and against children spending time with technology. Gaming, social media, and computer use in general as addiction. “Disconnect/Unplugged” (Sherry Turkle) versus contemplative computing and similar meditative and contemplative practices: https://blog.stcloudstate.edu/ims/2013/11/05/getting-unplugged/
  4. Discussion on how does digital literacy vary between age groups; how do people from different ages communicate. How do they work together and help each other when learning about digital literacy. Who is the best source for students to learn about digital literacy (hint – IMS ;)) – 10 min
    Suggested source for more information: The SlideShare presentation on the IMS blog entry: https://blog.stcloudstate.edu/ims/2013/05/01/on-digital-literacy/: http://www.slideshare.net/dajbelshaw/etmooc-t3-s1-digital-literacies-with-dr-doug-belshaw
  5. Discussion on digital identity, digital citizenship, privacy and security. – 10 min
    https://blog.stcloudstate.edu/ims/2013/10/03/digital-identity-and-digital-citizenship/
  6. Questions and suggestions regarding

Teenagers, The Internet, And Privacy

The Truth About Teenagers, The Internet, And Privacy

http://www.fastcompany.com/3037962/then-and-now/the-truth-about-teenagers-the-internet-and-privacy

danah boyd, a professor at Harvard University’s Berkman Center for the Internet and Society, argues that teenagers closely scrutinize what they share online because it is a way for them to negotiate their changing identities. In her book, It’s Complicated: The Social Lives of Networked Teens, she describes how teenagers carefully curate their feeds based on the audience they are trying to reach.

Adolescents have been migrating away from Facebook and Twitter over the last few years, showing preference for sites like Snapchat, Whisper, Kik, and Secret that provide more anonymity and privacy. Part of this transition can be explained by the fact that the older social media sites stopped being cool when parents joined them, but perhaps another reason could be that teenagers growing up in the post-Snowden era implicitly understand the value of anonymity. For teens, it’s not a matter of which platform to use, but rather which works best in a particular context.

Early Learners’ Tech Use

‘Screen Time’ Alone Too Limited a Gauge of Early Learners’ Tech Use, Report Says

http://blogs.edweek.org/edweek/DigitalEducation/2014/10/screen_time_early_learners_RAND.html

screen time as the sole measure of what’s OK for children is no longer adequate, the RAND researchers argue that screen-time limits shoudn’t go the way of the VCR:

Limits on screen time may remain important in restricting use that is passive, sedentary, or noneducational, and they may also prove useful in ensuring that children engage in a balanced combination of activities.

However, a more-comprehensive definition of developmentally appropriate technology use will empower ECE providers and families to make better decisions about the ways in which young children use technology–and help maximize the benefits young children receive from this use.

my note: information on Pinterest still goes the other direction. E.g.:
http://www.pinterest.com/pin/284923113897755173/
screen time

online dating

This Photographer’s Pictures Of Her Tinder Dates Say A Lot About Modern Dating

 http://www.businessinsider.com/tinder-date-portraits-2014-9?op=1#ixzz3ELVpR5XP

"It is my hope that people will look beyond the initial voyeuristic appeal and see the piece as a social commentary about how we connect with each other in a digital world," Cheers says, adding that personally, she thinks it's a little unhealthy to "shop" for a mate.

Venmo Is The ‘Killer App’ That The Mobile Payments Industry Has Been Waiting For

Venmo Is The ‘Killer App’ That The Mobile Payments Industry Has Been Waiting For

http://www.businessinsider.com/venmo-is-the-killer-app-that-the-mobile-payments-industry-has-been-waiting-for-2014-6#ixzz35DtKD2EI

Venmo, owned by eBay’s PayPal unit, already channels as much volume in total dollar value of transactions as Starbucks’ successful mobile payment app, according to BI Intelligence’s estimates.

Venmo allows users to easily send money back-and-forth to one another for expenses like rent, restaurant and bar checks, and event tickets. Venmo is free to use and appears to be gaining the most traction with U.S. smartphone users in their late teens and twenties. It’s very popular on college campuses.

Minecraft: Games and Gamification

The Minecraft Experience Panel Presentation Games for Change NYC April 24th 2014

http://www.minecraftexperience.net/G4C2014+Panel

Extended Description:

Last year at G4C Nick Fortugno threw some controversy into the conversation about Minecraft by suggesting Minecraft was not a game but a toy. The proposed panel extends that conversation by asking what is the Minecraft experience, can it be defined or categorised and what as game designers and exponents can we take from understanding its zeitgeist and the impact it has had on the serious gaming landscape?

In 2012/23 at both GLS and G4C many presenters made jokes about including the obligatory Minecraft slide and for very good reasons. Minecraft is arguably a game of immense impact. It has been embraced as part of learning programs focussing on seemingly disparate areas from digital citizenship, history, coding and the maker movement. It is probably the first game brought into the classroom by teachers to leverage the out of school groundswell of existing player excitement. It’s impact is multi generational and perhaps more global than any game before it. The fan base and user community/ies are strong and well supported and exemplar of the potential Jim Gee describes for Big G game. This panel proposes to leverage that Big G space in the lead up to Games for Change 2014 and to honor the voices of its players.

Minecraft has been variously described as a game, toy sandpit, learning space, creative environment, virtual world, and game-infused service. But what really are the affordances of this blocky 16 bit program and how can we even begin to define its value to learning? Enter the Minecraft Experience, a global crowdsourced program managed by Bron Stuckey of The Massively Minecraft Project. People engaging in Minecraft activities about the globe are being invited to describe Minecraft in all its contexts and adaptations. The categories for these experiences will emerge from the crowd sourced content as members contribute thoughts, media, resources and questions to build the __Minecraft Experience__ evidence base.

This panel of notable speakers has been drawn together to answer provocative questions about Minecraft’s success and define its relationship to and impact on learning. The panelists have been chosen to represent play in many contexts formal education, informal learning, self-organised learning, schools and non-school contexts. They include game designers, educators, researchers, learners and parents who have each had a personal and professional experience of this and many other games.

Panelists take a position on the Minecraft experience and use the resources provided by members of the project to inform, support and evidence their case.

How are players, educators and researchers invited to contribute?

  • project wiki to prod, poke, stimulate and support crowd sourced content and dialog
  • live youth speakers on the panel
  • social media and wiki activity in lead-up using selected #minecraftproject
  • video inclusions of educators, parents, kids/youth arguments, evidence and questions
  • promotion of youth media pieces from existing YouTube etc to support and stimulate various provocative dialogs
  • livestream of the panel to global contributors with live feedback and questions.

Who could benefit from joining this project and attending the G4C 2014 panel session?

  • Educators seeking to understand Minecraft’s value to learning
  • Programs seeking to adapt Minecraft as part of a program of impact or change.
  • Game designers seeking to build in its wake
  • Anyone wanting to consider issues of fidelity, adaptation, constructionism, popular culture, and impact in gaming.

http://www.stevehargadon.com/2014/04/learning-revolution-conference-schedule.html

http://www.connectsafely.org/teacher-teaching-minecraft-looks-like/

http://www.pearltrees.com/#/N-f=1_10785583&N-fa=3358517&N-p=105030132&N-play=0&N-s=1_10785583&N-u=1_372724

http://gamesandimpact.org/members/bronst/activity/friends/

Do Digital Natives Really Exist?

Do Digital Natives Really Exist?

http://blogs.kqed.org/mindshift/2013/12/do-digital-natives-really-exist/?utm_source=feedburner&utm_medium=email&utm_campaign=Feed%3A+kqed%2FnHAK+%28MindShift%29

it’s an accurate depiction of the current generation of students? No one is born with knowledge. Everything is learned through environment and practice, so maybe it’s time to reexamine long held assumptions about students’ relationships to technology.

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