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Digital literacy skills are needed to make sense of digital media in meaningful ways. It involves having the skills to live, learn and work in a digital society using technologies like the internet, social media and mobile devices. Key aspects of digital literacy include comprehension, interdependence of media, social factors, and curation of information. Instructional design models provide guidelines for effective teaching and include analyzing learner and context, designing instruction, developing materials, implementing instruction, and evaluating outcomes. Technology can enhance teaching through tools like educational games, videos, online research, presentations, grading systems, teacher websites, digital textbooks, video conferencing, podcasts and blogs.
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0% found this document useful (0 votes)
382 views12 pages

P2 Exam Reviewer

Digital literacy skills are needed to make sense of digital media in meaningful ways. It involves having the skills to live, learn and work in a digital society using technologies like the internet, social media and mobile devices. Key aspects of digital literacy include comprehension, interdependence of media, social factors, and curation of information. Instructional design models provide guidelines for effective teaching and include analyzing learner and context, designing instruction, developing materials, implementing instruction, and evaluating outcomes. Technology can enhance teaching through tools like educational games, videos, online research, presentations, grading systems, teacher websites, digital textbooks, video conferencing, podcasts and blogs.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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MODULE # 10 : : Digital Literacy Skills: Media, Information and ICT

Literacy

DIGITAL LITERACY

 It is about being able to make sense of digital media. This occurs through meaningful and
sustainable consumption and curation patterns that improve an individual potential to contribute
to an authentic community. This includes the ability to analyse, prioritize, and act upon the
countless digital media 21st century citizens encounter on a daily basis.
 It means having the skills you need to live, learn, and work in a society where
communication and access to information is increasingly through digital technologies like
internet platforms social media, and mobile devices.
 Communication is also a key aspect of digital literacy. When communicating in virtual
environments, the ability to clearly express your ideas, ask relevant questions, maintain respect,
and build trust is just as important as when communicating in person.

Four Principles of Digital Literacy

1. Comprehension- The first principle of digital literacy is simply comprehension- the ability to
extract implicit and explicit ideas from a media.

2. Interdependence- it is how media form connects with another, whether potentially,


metaphorically, ideally, or literally. Little media is created with the purpose of isolation, and
publishing is easier than ever before. Due to the sheer abundance of media, it is necessary that
media forms not simply co-exist, but supplement one another.

3. Social Factors- Sharing is no longer just a method of personal identity or distribution, but
rather can create messages of its own.

4. Curation- ability to understand the value of information and keep in a way that makes it accessible
and useful long-term.

Media literacy
Media literate is to engage in a digital society, one need to be able to understand, inquire, create,
communicate and think critically
Media Literacy: Five Core Concepts
 All media messages are constructed
 Media messages are constructed using a creative language with own rules
 Different people experience the same media message differently
 Media have embedded values and points of view

Information Literacy
 It describes as set of abilities that enables an individual to acquire, evaluate, and use
information. You can think of information literacy as having these components: identify, find,
evaluate, apply and acknowledge sources of information.

MODULE 11:
MODULE 11: : Instructional Design Model : Gagne’s Nine Events,
Bloom’s Revised Taxonomy, ADDIE Model, and
Merrill’s Principles of Instruction

INSTRUCTIONAL DESIGN

 An instructional design model provides guidelines to organize appropriate pedagogical scenarios to


achieve instructional goals. Instructional design can be defined as the practice of creating
instructional experiences to help facilitate learning most effectively.

 Instructional design models describe how to conduct the various steps. These steps involve
instructional design process. The models help trainers and educators to guide and plan overall process

Characteristics of Instructional Design Models


 Instructional design is learner-centered. Learner and performance are the focal point.
 Instructional design is goal oriented. Well defined goals are essential.
 Instructional design focuses on real world performance. Help learners perform the behaviors that
will be expected of them in real world.
 Instructional design focuses on outcomes that can be measured in a reliable and valid way.
Creating valid and reliable measurement is essential.
 Instructional design is empirical. Data are the heart of the process.
 Instructional design typically is a team effort. This process usually involves teamwork.
 Gagne’s Nine Events of Instruction Model helps trainers, educators, and
instructional designers structure their training sessions. The model is a systematic process that
helps them develop strategies and create activities for instructional classes.

 Gagne’s theoretical framework covers all aspects of learning. The focus of the theory is on
intellectual skills

 ADDIE Model is the generic process traditionally used by instructional designers and training
developers. The five phases are Analysis, Design, Development, Implementation, and Evaluation.
It represents a dynamic, flexible guideline for building effective training and performance support tools.
 ADDIE Model is outdated due to its hierarchical structure which means that one had to complete the
process in a linear way. ADDIE is still the most commonly used in instructional design, especially for
new development.
 Merrill’s Principles of Instruction draw from several instructional design theories and
models, identifying and articulating the design principles on which these theories agree.

 A set of principles that can be found in most instructional design theories and models and even though
the terms used to state these principles might differ theorists, the authors of these theories would agree
that these theories would agree that these principles are necessary for effective and efficient
instruction.

Bloom (1956) published taxonomy of educational objectives within the cognitive domain. Anderson and
Krathwol (2001) revised Bloom’s taxonomy to be more adaptive to our current age by proposing
another taxonomy that will meet curriculum designers, teachers, and students needs better than the
Bloom’s one
MODULE 12: Technology Enhanced Teaching Lesson Exemplars

How to Use Technology to Enhance a Lesson

 Traditionally classes have always been taught with heavy textbooks, notebooks, pencils and
chalkboards. Over the past years we have seen new teaching tools emerging such as whiteboards,
projectors and educational computer games

1. Computer Games
 Allow students to make decisions and see instant results to evaluate their progress.
 Allow students to interact with material and learn without realizing they are learning.
 Educational games are great way to reinforce your lesson and engage your students.
Examples are Classcraft, Sheppard Sortware, Fun Brain, PBS Kids Games and National
Geographic Kids Games.

2. Videos
 A short, entertaining, instructional video is a great way to get students excited about learning.
Examples are Brainpop, National Geographic Kids and Nationa Geographic in YouTube.

3. Research
 Internet has expanded the range of available resources and made research easier than
ever before, students no longer have to trudge on over to the library and find books on their
research topic, then flip through hundreds of pages to find what they are looking for. Now,
computers enable students to quickly and easily collect information from a wide range of
credible online resources.

4. Presentations
 When it comes to presentations, computers provide a fun variety of ways for students to share
their knowledge. PowerPoint is definitely a favorite that can be used with all ages, another one
is Prezi, it is another excellent online presentation resource for students, it gives them a bit
more freedom and creativity in how they choose to present the information and transition
between “slides”.

5. Grades
 Rather that recording grades on individual papers and in a grade book, and then sending out
paper report cards at the end of each term, teachers can post the grades in an online portal
that’s accessible to both students and parents. This allows everyone to get an immediate idea of
how the student is doing.

6. Teacher Websites
 Message boards where students and teachers can have conversations and work out difficult
topics.
 Teachers can post material that either goes with the lesson or more in depth so that the
students who are interested can learn more about a particular subject.

7. Digital Textbooks
 Interactive reading supplemented by games and quizzes get students actively involved in their
reading.

8. Video Conferencing
 Allow students to practice and improve their public speaking and presentation skills.
 Go on a virtual field trip an industry professional to the classroom.

9. Podcasts
 Students can create audio clips to work out difficult topics and help educate their peers.
 Teachers can create unique podcasts to share with students on their personal website.

10. Wikis and Blogs


 Allow students to publish their ideas and stories as well as share them with friends and family.
 Encourage learning in an interactive way that feels less like traditional learning and more like
fun.

MODULE 13: Digital Learning Resources and Conventional


Learning Resources
Digital Learning Resources have enhanced the way we learn, and taken learning from a closed
classroom to a more collaborative and open environment.

It is used to refer to materials included in the context of a course that support the learner’s achievement of the
described learning goal.

Four Types of Digital Learning Resources

1. Simulations and Models are usually equipped with interactive controls and activities where learners
can vary any parameters in specific models and see time changes in the outcome.

2. Graphics and Animations have a high sharing potential, which enables the knowledge to reach a
wider audience.
3. Quizzes and Games can be an innovative way to test the learners’ knowledge and moreover can
modify as per the situation and the target audience.
4. E-books and E-notes are easily sharable and can be accessed almost anywhere allowing learners to
stay in touch with a topic, at their convenience.

Common Examples of Digital Learning Resources

1. Edmodo is an educational tool that connects teachers and students, and is assimilated into a
social network. In this one, teachers can create online collaborative groups, administer and provide
educational materials, measure student performance and communicate with parents.
2. Projeqt is a tool that allows you to create multimedia presentations, with dynamic slides in which
you can embed interactive maps, links, online quizzes, and other options.
3. TED-Ed is an educational platform that allows creating educational lessons with the collaboration
of teachers, students, animators and generally people who want to expand knowledge and good ideas.
4. eduClipper this platform allows teachers and students to share and explore references and
educational material.
5. Kahoot is an educational platform that is based on games and questions. Through this tool,
teachers can create questionnaires, discussions, or surveys that complement academic lessons.
6. Google Docs is a very powerful real-time collaboration and document authoring tool.
7. SurveyMonkey is online survey software that helps you to create and run professional online
surveys. It is very powerful and a well-known online application.

Conventional Learning/ C-Learning refers to conventional teaching and learning within a


brick-and-mortar classroom facility. It also refers to traditional way of teaching wherein most of the lecture
method is used. The emphasis here is mainly in remembering and reproducing facts, principles and
theories of learning

Posters

One Act Plays Flipcharts

Examples of
Conventional
Learning
Resources

Dictionaries
Textbooks

Story Telling

MODULE 14: Distance Learning: Synchronous or Asynchronous

Distance learning or distance education, e-learning, and online learning, form of


education in which the main elements include physical separation of teachers and students during
instruction and the use of various technologies to facilitate student-teacher and student-student
communication.

Various terms have been used to describe the phenomenon of distance learning (the student’s activity) and
distance teaching (the teacher’s activity) together makes up distance education.

Four Characteristics of Distance Learning

2. Geographic separation is inherent in


1. Distance learning is by definition carried distance learning, and time may also
out through institutions, it is not self-study separate students and teachers.
4. Distance education, like any education,
3. Interactive telecommunications establishes a learning group, sometimes
connect individuals within a learning group called a learning community, which is
and with the teacher. composed of students, a teacher, and
instructional resources.

Synchronous Distance Learning occurs when the teacher and students interact in different places
but during the same time. Students enrolled in synchronous courses are generally required to log on to their
computer during a set time at least once a week.
 It may include multimedia components such as group chats, web seminars, and video conferencing and
phone call-ins.
 Synchronous learning generally works best for students who can schedule set days and times for their
studies.
 Examples include, instant messaging, video conferencing, webcams, MUDs, MOOs, and chat.

Asynchronous Distance Learning occurs when the teacher and the students interact in different
places and during different times.
 It is often relies on technology such as email, e-courses, online forums, audio recordings and video
recordings. Snail mail is another medium for asynchronous learning.
 Examples include, email, texting, newsgroups, blogs and social media.

MODULE 15: Technology Tools in a Collaborative Classroom


Environment

 Flexible learning is multi-layered and multi-faceted. In its broadest sense it is a continuum


of approaches in terms of time, place, pace, content and mode of learning applied in varying
degrees. Its overarching purpose is to increase opportunities and options available to learners
and give them greater control over their learning through a variety of learning modes and
interactions. It is not an alternative mode of education but an overarching driving force that
provides learners greater choice.

 Flexible provision of higher education refers here to a mode of provision that provides
learners with guided choice, in a number of domains, achieved through employment of various
strategies including the use of learning and teaching techniques and technologies and the
adoption of policies affecting choices for learners.

 Flexible learning is a movement away from a situation in which key decisions about learning
dimensions are made in advance by the instructor or institution, towards a situation where the
learner has a range of options from which to choose with respect to these key dimensions

Flexibility can be found in:

 On-campus classroom learning


 Distance education
 Open learning
 Independent learning
 Resource based learning
 Blended learning
 Virtual learning
 Computer managed learning
 Computer assisted learning
 Online learning
 Mobile learning
 Multimedia learning

Advantages

o Allows learners to make their decisions about how quickly to learn


o Assuming control and responsibility of the learning pace can be motivating for some learners

Disadvantages

o Learners may lack the experience to pace themselves appropriately


o Control and responsibility can be uncomfortable to inexperienced learners
o Poor time management could lead to procrastination and the whole learning experience
ineffective
o Managing students could be resource intensive

MODULE 16: Relevance and Appropriateness in


the Use of Technology in Teaching and Learning
Relevance and Appropriateness in the Use of Technology in Teaching and Learning

 Education and technology have always been strongly related. This is demonstrated by many
technologies, old and new, that are used in classrooms everyday by teachers and students
alike.
 Appropriate technology in an educational setting should therefore be assessed for its potential
to meet educational aims.
 The full potential of educational technology is only realized when it supports creativity and
critical thinking.
 In order to better understand how to evaluate the appropriateness of educational technology, it
is important to identify what educational aims are, what educational technology is and how
appropriate educational technology should be defined

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