drones and libraries
Drones and Robots for Reference? (RUSA-MARS)
more on drones in this blog:
Digital Literacy for St. Cloud State University
more on drones in this blog:
p. 134 How the different forms of literacy interact and support each other is a key question for future research, giventoday’s complex and convergent media and information environment
p. 135 Our findings support the growing demand for policymakers, educators, and community advocates to embrace media literacy as an important resource to fulfill the promise of digital citizenship.
My note: excellent Australian article, which presents a very strong point on digital literacies (metaliteracies, see URL below) from educators (versus library) perspective. Connected with game-based learning, it clearly renders the traditional perspective of information literacy as miniscules and the notion of digital literacy being “information literacy on steroids” as obsolete. It clearly shows that the “xxx-literacies” are clearly not a domain of the librarians and if the librarians do not wised up and allow other faculty who are “not librarians” to equally participate, they might well count with those faculty going on their own (as it is transparent from this article).
connections will be made between digital game-based learning and digital literacies to show that digital game-based learning is a powerful pedagogy that incorporates the elements of digital literacies. Through the adoption of game-based learning, digital literacies can be taught in context. Digital literacies are the skills that connect the learning content (curriculum) and digital games are the platform that these digital literacies can be practised within a meaningful context.
Digital literacies is an umbrella term that includes a combination of literacies – visual literacy, media literacy, collaborative literacy, ICT literacy, information literacy – that are needed to take an active, participatory role in life, now and in the future (Hague & Payton, 2010, p. 2).
Bawden (2008), cites Gilster (1997), who defines digital literacy as “an ability to understand and use information from a variety of digital sources and regard it as literacy in the digital age” (p.18).
Jisc, identify in their Digital Literacy Guide that it is a concept that is contextual and it is not static. Change is imminent as new technologies develop “at breakneck speeds” (Becker, 2011, p. 76), therefore, it can be inferred the digital literacies required to use these new technologies need to be adaptable and flexible to these changes (Haste, 2009).
Cooper, Lockyer & Brown (2013), highlight this plurality by using the term “multiliteracies” which can be understood as synonymous with digital literacies. Cooper et al. (2013), explain multiliteracies is required as a “broader view of literacy” (p. 94), is needed as a result of the diverse range of communications tools, therefore, context is implied. Ng (2012) also highlights this idea that digital literacy is “the multiplicity of literacies associated with the use of digital technologies” (p. 1066). The combination of multiliteracies and technologies would also suggest that multimodality is an important element of digital literacy (McLoughlin, 2011) .
7 elements of digital literacy in their Developing Digital Literacies Guide (2014), which can be seen below.
digital games (Pivec & Pivec, 2011), which can also be called computer games (Whitton, 2011), video games (Turkay, Hoffman, Kinzer, Chantes & Vicari, 2014) or serious games (Arnab et al., 2012) rather than gamification.
Digital game-based learning then is using digital games in the learning environment with the purpose of achieving learning aligned with learning theory.
Cognitive constructivism is a learning theory that game-based learning could be aligned (Orr & McGuinness, 2014; St-Pierre, 2011). This learning theory builds upon the theories of Piaget and Bruner, therefore, an important consideration in the digital game-based classroom would be that choosing games needs to fit the age and level of intellectual development the students are at (St-Pierre, 2011).
A major focus of the socio-constructivist learning theory is that of Vygotsky’s Zone of Proximal Development (St-Pierre, 2011). The learning is designed “just beyond what the learner can do” (Orr & McGuinness, 2014, p. 223) and takes them beyond where their knowledge already exists.
https://blog.stcloudstate.edu/ims/2014/11/30/game-based-learning/
https://blog.stcloudstate.edu/ims/?s=gaming
https://blog.stcloudstate.edu/ims/?s=gaming
https://blog.stcloudstate.edu/ims/2015/02/20/digital-literacy-2/
https://blog.stcloudstate.edu/ims/?s=digital+literacy
https://blog.stcloudstate.edu/ims/2014/11/27/reframing-informatioan-literacy-as-a-metaliteracy/
https://www.linkedin.com/pulse/smarter-wearables-vision-future-smart-watch-rich-walters
upgradability, material usage, fashion accessorizing, or interface design
More on wearables in this blog:
http://www.freetech4teachers.com/2015/05/how-to-create-edit-and-share-notes-on.htm
After yesterday’s post about making the most of Google Keep I received a few emails from readers wanting to know a bit more about how Google Keep works. To answer those questions I recorded the short video that you see embedded below (click here if you cannot see the video).
Learning Models
4. Game-based learning (https://blog.stcloudstate.edu/ims/?s=gaming)
5. Project-based learning (https://blog.stcloudstate.edu/ims/?s=project+based)
7. School-to-school instruction (using Skype in the classroom, for example)
9. Problem-based learning
12. Mobile learning
13. Gamified learning (gamification)
14. Cross-curricular projects (teaching by topic: https://blog.stcloudstate.edu/ims/2015/03/24/education-reform-finland/)
15. Reciprocal Teaching
17. Face-to-Face Driver blended learning
20. “Online Lab” blended learning
21. Sync Teaching
23. HyFlex Learning
24. Self-guided MOOC
25. Traditional MOOC
Literacy Strategies
28. Write-Around
29. Four Corners
30. Accountable Talk
31. RAFT Assignments
32. Fishbowl
33. Debate
34. Gallery Walk
35. Text Reduction
37. Traditional Concept-Mapping (teacher-given strategy–“fishbone” cause-effect analysis, for example)
38. Didactic, Personalized Concept Mapping (student designed and personalized for their knowledge-level and thinking patterns)
39. Mock Trial
40. Non-academic video + “academic” questioning
41. Paideia Seminar (http://www.paideia.org/, http://www.learnnc.org/lp/editions/paideia/, http://www.mtlsd.org/jefferson_middle/stuff/paideia%20seminar%20guidelines.pdf)
42. Symposium
43. Socratic Seminar (https://www.nwabr.org/sites/default/files/SocSem.pdf)
44. QFT Strategy
46. Directed Reading Thinking Activity
48. FRAME Routine
49. Jigsaw Strategy
Other
50. Content-Based Team-Building Activities
52. Role-Playing
53. Bloom’s Spiral
54. Virtual Field Trip (http://web.stcloudstate.edu/pmiltenoff/scw/)
55. Physical Field Trip
56. Digital Scavenger Hunt (http://web.stcloudstate.edu/pmiltenoff/bi/)
57. Physical Scavenger Hunt
http://www.teachthought.com/teaching/50-alternatives-to-lecturing/
two articles in the New York Times, which are relevant to SCSU and LRS
http://www.forbes.com/sites/quora/2014/12/05/why-people-are-obsessed-with-teaching-kids-how-to-code
Computers and the software they run are not magic. Nor should they be perceived as such.
Learning to code is not valuable because everyone needs to program computers, but because such an integral part of modern life needs to be understood at a basic, comprehensible level.
https://www.quora.com/Why-is-it-important-to-know-how-to-code
More on coding and education in this blog:
http://theinnovativeeducator.blogspot.com/2015/03/7-ways-social-media-has-role-in.html
More on social media in education in this blog:
Fusking = using a program to extract files names from a website that would seem obvious. Like 1.jpg, 2.jpg, etc. http://fusking.urbanup.com/3995415#.VVNxIdIMi54.
http://www.buzzfeed.com/katienotopoulos/the-dark-art-of-fusking
http://www.huffingtonpost.com/2012/08/16/fusking-photobucket-takedown-notice-reddit_n_1792472.html