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FRAMEWORKS AND MODELSOF DIGITAL COMPETENCE
Mart Laanpere Senior researcher @ Tallinn University
Centre for Educational Technology
TECHNOLOGY GENERATIONS
• The first generation: 1963-1985
• Scale: One computer for all schools in Estonia
• Rationale: Learning about computers: hardware, coding
• Role of teacher: engineer
TECHNOLOGY GENERATIONS• The second generation:1986
- 2015
• Scale: At least one computer lab in every school
• Rationale: Learning from computers, educational multimedia for various school subjects
• Role of teacher: librarian
TECHNOLOGY GENERATIONS• The third generation: now
• Scale: One-to-one computing: at least one digital device per learner
• Rationale: Learning with technology: learner as creator, active team member, storyteller, inquirer, activist, problem-solver with the help of technology
• Role of teacher: orchestrator
WHAT DO WE MEAN BY ‘DIGITAL COMPETENCE’?
DIGITAL COMPETENCE AS…
• A set of structured, disciplinary knowledge that learners acquire mainly in the specific school subject (incl. coding skills)
• Source: computer science
• Frameworks: Bebras.org, ACM/CSTA computing curriculum, International Olympiad in Informatics
• Analogue: numeric competence that is based on the subject and discipline of mathematics
PROJECT IDEAS
• Coding competition/challenge
• Girls who code
• Teach coding to your teachers/peers
• Hour/week of code
DIGITAL COMPETENCE AS…• A set of universal practical
computer-handling skills, commonly needed in most of the workplaces (incl. word processing, presentations, spreadsheets, Web)
• Source: office job requirements
• Models: ECDL, DigComp
• Analogue: driving skills
PROJECT IDEAS
• Teach your grandparents how to use computer
• Learn to build Web sites
• Digital safety in school
• Teaching and learning through videoconferencing
DIGITAL COMPETENCE AS…• A generic key competence,
close to ‘learning to learn’ competence, trialogical knowledge building with digital tools
• Source: pedagogy
• Framework: ISTE standards for students, Estonian DigComp standard for students
• Analogue: literacy
PROJECT IDEAS• Digital storytelling
• Digital nature trails
• Design and develop educational games, open badges
• Intercultural online encyclopaedia (wiki)
• Using e-portfolios in assessment for learning
• Inquiry learning with smartphones and sensors
RECOMMENDATIONS• When planning a new ErasmusPlus project on digital competence
development, focus on:
• Digital competence as a key competence that helps student to learn other things than computers or software
• Learning with technology (personal smart devices)
• Learner as creator or teacher, teamwork, gamification of learning, problem-based learning, connecting to the world of work, innovative pedagogies
But what was the question?
Technology is the answer!
SOME RIGHTS RESERVED• This work is licensed under the Creative Commons Attribution
Share Alike 3.0 International License.
• To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/.
• The images are taken from Wikimedia Commons (slide 3), Wikipedia (slide 6), Koolielu.ee (slide 7) and Flickr (slides 5 & 8, by Michael Surran)