Professional Documents
Culture Documents
Educational Technology
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Lidia Azouz
Overview
This information is based on Professor Grainne Conole’s course, Introduction to 21st Century
Learning from Bath Spa University in Bath, England.
We will take a look at 21st century learning tools and practices. As a community we will
examine how we can facilitate learning and teaching with the integration of technology,
evaluate our own digital literacies, and create our own personal learning environment
while finding open educational resources.
Goals
1. Describe current learning technologies, resources and practices
2. Analyze our own learning practices in 21st century media literacy
3. Incorporate new practices in our teachings in 21st century media literacy
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Henry Jenkins
“Educators must work together to ensure that all young Americans have access to
the skills and experiences needed to become full participants, can articulate their
understanding of how media shapes perceptions, and are socialized into the
emerging ethical standards that should shape their practices as media makers and
participants in online communities...Participatory culture shifts the focus of literacy
from individual expression to community involvement. The new literacies almost all
involve social skills developed through collaboration and networking. These skills
build on the foundation of traditional literacy and research, technical, and
critical-analysis skills learned in the classroom.”
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Some have argued that children and youth acquire these key skills and
competencies on their own by interacting with popular culture. Three concerns,
however, suggest the need for policy and pedagogical interventions:
Educators must work together to ensure that every American young person can
articulate their understanding of how media shapes perceptions, and has been
socialized into the emerging ethical standards that should shape their practices as
media makers and participants in online communities.
… Schools as institutions have been slow to react to the emergence of this new
participatory culture; the greatest opportunity for change is currently found in
afterschool programs and informal learning communities.
Let’s devote more attention to fostering what we call the new media literacies: a set
of cultural competencies and social skills that young people need in the new media
landscape. Participatory culture shifts the focus of literacy from one of individual
expression to community involvement. The new literacies almost all involve social
skills developed through collaboration and networking. These skills build on the
foundation of traditional literacy, research skills, technical skills, and critical analysis
skills taught in the classroom.
Open Education
Media Literacy - Critically read and creatively produce academic and professional
communications in a range of media
Information Literacy - Find, interpret, evaluate, manage and share information
Digital Scholarship - Participate in emerging academic, professional and research
practices that depend on digital systems
Learning Skills - Study and learn effectively in technology rich environments, formal
and informal
ICT Literacy - Adopt, adapt and use digital devices, applications and services
Career & Identity Management - Manage digital reputation and online identity
Communications and Collaboration - Participate in digital networks for learning and
research
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Example: https://www.youtube.com/watch?v=YEls3tq5wIY&feature=youtu.be
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Social Media
Example:
https://www.youtube.com/watch?v=hMQCs8mAJ1E&feature=youtu.be
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General file sharing - Examples: Dropbox, Google drive, Microsoft Onedrive. These
applications typically look like an extra hard drive on one’s device, except that data is
actually stored on a server located in a data center somewhere in the world.
document simultaneously, seeing each other's’ typing appear in real time. It a very
immediate form of Web 2.0.
Serious games. Serious games allow learners to interact with learning materials and
peers in a 3D game environment. Examples: Gazillionaire (business simulation),
WolfQuest (wildlife), Betwixt Folly and Fate (social history).
Virtual worlds. Virtual worlds use 3D game technology but are devoid of any
intrinsic game elements. This allows teachers and students to create their own
environments, such as simulations, virtual field trips, role play, or, indeed, games.
Examples: Second Life, Open Simulator-based worlds such as Kitely, Minecraft.
Mind maps / concept maps / cognitive maps - While these may all look alike, strictly
speaking, a concept map is a representation of a topic created by an expert, a
cognitive map is a representation of a topic as understood by one person (usually a
learner), while a mind map is another term, popularised by Tony Buzan, for a
cognitive map. They are all forms of semantic network and can be effective in
visualising the relationship between ideas in a topic. Examples: Bubbl.us, Freemind,
Xmind.
Communications - “Voice over IP”, along with broadband, has given computers the
ability to make, what was at first called, free phone calls. These calls now include
video and multiple callers, to the point where live communication between
computer (and tablet and phone) users has become easy and free. This can be a
powerful tool in education. Examples: Skype, Google Hangouts, VSee (offers secure
communications).
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VIII. Games
Examples:
http://www.gamesforchange.org/
https://ecoactiongames.org.uk/
https://www.theplayniceinstitute.com/
https://www.youtube.com/watch?v=63iVWFaklpI&feature=youtu.be
IX. Gamification
Examples:
https://vimeo.com/24490948
X. Virtual World
There are five main applications of virtual worlds applicable to teaching and learning:
5. Creativity. The unique affordances of the virtual world allow forms of expression
that may be expensive, or even impossible, in the real world. For example,
creating sculpture that would be impossible in a world with gravity.
Examples:
https://www.youtube.com/watch?v=ibhYkFR2tTM&feature=youtu.be
http://secondlife.com
https://arvr.google.com/cardboard/
https://www.forbes.com/sites/erikkain/2014/04/23/project-cars-looks-insanely-realis
tic/#1b5a3027173d
http://opensimulator.org/wiki/Main_Page
Please check this promotional video on how she utilizes this technology in the
classroom. https://youtu.be/lYH7_d9f7qY
Further examples:
https://www.youtube.com/watch?v=SKpKlh1-en0&feature=youtu.be
https://www.youtube.com/watch?v=whUg6ozdGlY&feature=youtu.be
Future Scenarios