Draft of DigComp 2.2 examples (work in progress) was presented and discussed through the lens of Information and Media Literacy needs in today's society
Addressing citizens' AI challenge through EU’s Digital Education Action PlanRiina Vuorikari
Presenting at a UNESCO event (AI and the Futures of Learning) the work on the DigComp 2.2 update that focuses on citizens interacting with AI systems; also work on ethical considerations for using AI and data in education
Presentation includes illustrative scenarios where citizens interact wtih AI systems and then goes on to talk about what knowledge, skills and attitudes are needed to use digital technologies in a safe, responsible and critical way.
Keynote taking about the importance of emotional and social learning, and digital competence as key comptences in the future where AI among other emerging technologies might shape our skills' set.
D3 Project: European Digital Competence FrameworksKarl Donert
This presentation is part of the Developing Digital Data Literacy (D3) Project coordinated by the European Association of Geographers.
It introduces DigiComp for citizens and DigCompEdu for educators as part of an introduction to the D3 training course for teachers..
DigComp is based on 5 areas Five areas:
1) Information and data literacy
2) Communication and collaboration
3) Digital content creation
4) Safety
5) Problem solving
DigComp for educators concerns six elements
1 Professional Engagement
2 Digital Resources
3 Teaching and Learning
4 Assessment
5 Empowering Learners
6 Facilitating Learners’ Digital Competence
Addressing citizens' AI challenge through EU’s Digital Education Action PlanRiina Vuorikari
Presenting at a UNESCO event (AI and the Futures of Learning) the work on the DigComp 2.2 update that focuses on citizens interacting with AI systems; also work on ethical considerations for using AI and data in education
Presentation includes illustrative scenarios where citizens interact wtih AI systems and then goes on to talk about what knowledge, skills and attitudes are needed to use digital technologies in a safe, responsible and critical way.
Keynote taking about the importance of emotional and social learning, and digital competence as key comptences in the future where AI among other emerging technologies might shape our skills' set.
D3 Project: European Digital Competence FrameworksKarl Donert
This presentation is part of the Developing Digital Data Literacy (D3) Project coordinated by the European Association of Geographers.
It introduces DigiComp for citizens and DigCompEdu for educators as part of an introduction to the D3 training course for teachers..
DigComp is based on 5 areas Five areas:
1) Information and data literacy
2) Communication and collaboration
3) Digital content creation
4) Safety
5) Problem solving
DigComp for educators concerns six elements
1 Professional Engagement
2 Digital Resources
3 Teaching and Learning
4 Assessment
5 Empowering Learners
6 Facilitating Learners’ Digital Competence
The DIGCOMP conceptual reference model (DIGCOMP 2.0) - April 2016Riina Vuorikari
Phase 1: Almost publishable version with comments from the consultation. Publication expected in the end of May - Phase2: 8 levels of learning outcomes in the end of 2016.
Future Prospects of Computer Engineering in India | Marwadi Universitymarwadiuniversity
Computer Science Engineering emphasizes the primary elements of computer programming as well as networking. This course is the most lucrative and competitive course to opt as the demand for computer engineers is increasing in India.
See https://i4ada.org for additional information and videorecordings of the presentations held at the Hague Summit for Accountability in the Digital Age
This is the idea which we submitted as part of Smart India Hackathon 2019. The problem statement asked to create a platform to display the various projects created by the students all across India.
Our Team:
Abhishek Varghese ( Team Lead )
Gaurav Ganna ( Me )
Shivan Kumar
Himali Goel
Manika Khare
Raj Hansini Khoiwal
A PLATFORM FOR LEARNING INTERNET OF THINGS de Zorica Bogdanović, Konstantin Simić, Miloš Milutinović, Božidar Radenković and Marijana Despotović-Zrakić del Department for e-Business, Faculty of Organizational Sciences, University of Belgrade Jove Ilića 154, Belgrade, Serbia ... presentado en la International Conference e-Learning 2014
I4ADA 2019 - Presentation Cedric WachholzPaul van Heel
See https://i4ada.org for additional information and videorecordings of the presentations held at the Hague Summit for Accountability in the Digital Age
Design of an IT Capstone Subject - Cloud RoboticsITIIIndustries
This paper describes the curriculum of the three year IT undergraduate program at La Trobe University, and the faculty requirements in designing a capstone subject, followed by the ACM’s recommended IT curriculum covering the five pillars of the IT discipline. Cloud robotics, a broad multidisciplinary research area, requiring expertise in all five pillars with mechatronics, is an ideal candidate to offer capstone experiences to IT students. Therefore, in this paper, we propose a long term master project in developing a cloud robotics testbed, with many capstone sub-projects spanning across the five IT pillars, to meet the objectives of capstone experience. This paper also describes the design and implementation of the testbed, and proposes potential capstone projects for students with different interests.
Presentation made for the IEEE Engineering Education Conference (EDUCON) 2010, Madrid (Spain). This presentation provides an overview of the predictions given by the Horizon Reports, analyzing technology trends and flows. Also, the presentation shows the results of a survey conducted among participants on EDUCON 2010 about the most important technologies for engineering
A conceptual framework for learners self directing their learningInge de Waard
5 slides sharing information on the chapter I wrote for the book "Emerging Technologies and Pedagogies in the Curriculum. It also refers to an early Ethics in AI slide deck, expressing the need and urgency of making AI effects transparent.
Digital literacy and competences as essential life skillsDeborahJane
This is a presentation I gave at the Learning, Innovation and ICT workshop organised by the EACEA and the European Commission at Online Educa Berlin 2009
DigComp helping shape the education ecosystem in Europe.pdfRiina Vuorikari
The keynote focuses on the DigComp 2.2 update and it will additionally reference a number of other recent research by the European Commission’s Joint Research Centre on digital education.
At present, the state-of-the-art supplies for conducting a face-to-face design thinking workshop typically consists of self-stick notes and stickers, markers, and whiteboards. However, this analog way of working is incongruent with the realities of global software companies, where most products and services are developed by distributed teams. This paper explores the process of facilitating remote design thinking workshops, using information technology and communication tools. The paper is based on a participatory action research undertaken by the author as a part of the doctoral thesis - ‘a study on an approach to prepare the organization mindset to build design-led innovation culture to become a customer-centric and future driven software company’ in the Indian IT sector. The participating company realized the innovation breakthroughs using design thinking can happen only when their organization can collaborate across disciplines, silos, time zones; and were looking for a solution to scale design thinking in their organization. KEYWORDS: Collaboration, Digital Design Thinking, Distributed Teams, Innovation, Remote Design Thinking, Scale Design Thinking
Published in International Research Journal of Marketing and Economics ISSN: (2349-0314) Impact Factor- 5.779, Volume 5, Issue 7, July 2018
The DIGCOMP conceptual reference model (DIGCOMP 2.0) - April 2016Riina Vuorikari
Phase 1: Almost publishable version with comments from the consultation. Publication expected in the end of May - Phase2: 8 levels of learning outcomes in the end of 2016.
Future Prospects of Computer Engineering in India | Marwadi Universitymarwadiuniversity
Computer Science Engineering emphasizes the primary elements of computer programming as well as networking. This course is the most lucrative and competitive course to opt as the demand for computer engineers is increasing in India.
See https://i4ada.org for additional information and videorecordings of the presentations held at the Hague Summit for Accountability in the Digital Age
This is the idea which we submitted as part of Smart India Hackathon 2019. The problem statement asked to create a platform to display the various projects created by the students all across India.
Our Team:
Abhishek Varghese ( Team Lead )
Gaurav Ganna ( Me )
Shivan Kumar
Himali Goel
Manika Khare
Raj Hansini Khoiwal
A PLATFORM FOR LEARNING INTERNET OF THINGS de Zorica Bogdanović, Konstantin Simić, Miloš Milutinović, Božidar Radenković and Marijana Despotović-Zrakić del Department for e-Business, Faculty of Organizational Sciences, University of Belgrade Jove Ilića 154, Belgrade, Serbia ... presentado en la International Conference e-Learning 2014
I4ADA 2019 - Presentation Cedric WachholzPaul van Heel
See https://i4ada.org for additional information and videorecordings of the presentations held at the Hague Summit for Accountability in the Digital Age
Design of an IT Capstone Subject - Cloud RoboticsITIIIndustries
This paper describes the curriculum of the three year IT undergraduate program at La Trobe University, and the faculty requirements in designing a capstone subject, followed by the ACM’s recommended IT curriculum covering the five pillars of the IT discipline. Cloud robotics, a broad multidisciplinary research area, requiring expertise in all five pillars with mechatronics, is an ideal candidate to offer capstone experiences to IT students. Therefore, in this paper, we propose a long term master project in developing a cloud robotics testbed, with many capstone sub-projects spanning across the five IT pillars, to meet the objectives of capstone experience. This paper also describes the design and implementation of the testbed, and proposes potential capstone projects for students with different interests.
Presentation made for the IEEE Engineering Education Conference (EDUCON) 2010, Madrid (Spain). This presentation provides an overview of the predictions given by the Horizon Reports, analyzing technology trends and flows. Also, the presentation shows the results of a survey conducted among participants on EDUCON 2010 about the most important technologies for engineering
A conceptual framework for learners self directing their learningInge de Waard
5 slides sharing information on the chapter I wrote for the book "Emerging Technologies and Pedagogies in the Curriculum. It also refers to an early Ethics in AI slide deck, expressing the need and urgency of making AI effects transparent.
Digital literacy and competences as essential life skillsDeborahJane
This is a presentation I gave at the Learning, Innovation and ICT workshop organised by the EACEA and the European Commission at Online Educa Berlin 2009
DigComp helping shape the education ecosystem in Europe.pdfRiina Vuorikari
The keynote focuses on the DigComp 2.2 update and it will additionally reference a number of other recent research by the European Commission’s Joint Research Centre on digital education.
At present, the state-of-the-art supplies for conducting a face-to-face design thinking workshop typically consists of self-stick notes and stickers, markers, and whiteboards. However, this analog way of working is incongruent with the realities of global software companies, where most products and services are developed by distributed teams. This paper explores the process of facilitating remote design thinking workshops, using information technology and communication tools. The paper is based on a participatory action research undertaken by the author as a part of the doctoral thesis - ‘a study on an approach to prepare the organization mindset to build design-led innovation culture to become a customer-centric and future driven software company’ in the Indian IT sector. The participating company realized the innovation breakthroughs using design thinking can happen only when their organization can collaborate across disciplines, silos, time zones; and were looking for a solution to scale design thinking in their organization. KEYWORDS: Collaboration, Digital Design Thinking, Distributed Teams, Innovation, Remote Design Thinking, Scale Design Thinking
Published in International Research Journal of Marketing and Economics ISSN: (2349-0314) Impact Factor- 5.779, Volume 5, Issue 7, July 2018
Building Capabilities in the Digital Age - for Social Service AgenciesAdrian Tan
This is my keynote at the inaugural Capability Circles created by NCSS to drive and encourage building of capabilities amongst Social Service Agencies (SSA).
Given my inclination I shared technological examples that they could readily adopt to shave hours off mundane stuffs - hours that could be better fed to other productivity matters.
Tech included:
1. Zippi - https://www.peoplestrong.com/zippi/
2. Otter Voice Meeting Notes - https://otter.ai/
3. Zapier - https://zapier.com/
2022 solution challenge info session presentation - gdsc fulafiaIsmailUmar15
The Google Developer Student Clubs Solution Challenge is an annual competition for university students to build solutions for problems in the community using one or more Google technology.
Adults, Computers and Problem Solving: What’s the Problem?Mauro Bassotti
Information and communication technologies (ICT) permeate every aspect of our lives, from how we “talk” with friends
to how we participate in the political process. The volume of information now accessible at the click of a mouse or the
touch of a fingertip is overwhelming. But how skilled are we at using these technologies, and the information we can
collect through them, to solve problems we encounter in daily life, such as using e-mail to communicate with a friend
or knowing how to work with a spreadsheet?
Based on results from the 2012 Survey of Adult Skills, a product of the OECD Programme for the International Assessment
of Adult Competencies (PIAAC), this report reveals the extent to which today’s adults can and do use computers to solve
problems in their work and personal lives. The report shows that the ability to use computers is not only becoming an
essential skill, but proficiency in computer use has an impact on the likelihood of participating in the labour force and
on workers’ wages. It also shows that there are many adults in all countries that participated in the Survey of Adult Skills
who do not possess sufficient skills in managing information in digital environments and are not comfortable using
ICT to solve the kinds of problems that they are likely to encounter at work or in everyday life. These adults are at a
considerable disadvantage in 21st-century societies.
As this detailed examination makes clear, adults’ proficiency in problem solving using ICT includes both proficiency
in the cognitive skills needed to solve problems and the ability to use digital devices and functionality to access and
manage information. Governments need to ensure that all adults have access to digital technologies and networks, and
are given opportunities to develop their proficiency in using them, whether in formal education, on-the-job training, or
through lifelong learning activities. Opting out of this increasingly wired world is no longer a viable option.
Andreas Schleicher
Adults, Computers and Problem Solving: What's the Problem?Ji-Eun Chung
The report provides an in-depth analysis of the results from the Survey of Adult Skills related to problem solving in technology-rich environments, along with measures concerning the use of ICT and problem solving. The Nordic countries and the Netherlands have the largest proportions of adults (around 40%) who score at the higher levels in problem solving, while Ireland, Poland and the Slovak Republic have the smallest proportions of adults (around 20%) who score at those levels. Variations in countries’ proficiency in problem solving using ICT are found to reflect differences in access to the Internet and in the frequency with which adults use e-mail. The report finds that problem-solving proficiency is strongly associated with both age and general cognitive proficiency, even after taking other relevant factors into account. Proficiency in problem solving using ICT is related to greater participation in the labour force, lower unemployment, and higher wages. By contrast, a lack of computer experience has a substantial negative impact on labour market outcomes, even after controlling for other factors. The discussion considers policies that promote ICT access and use, opportunities for developing problem-solving skills in formal education and through lifelong learning, and the importance of problem-solving proficiency in the context of e-government services.
Mobile technology Usage by Humanitarian Programs: A Metadata Analysisodsc
CommCare, developed by Dimagi Inc., is an open-source mobile technology platform that supports hundreds of humanitarian frontline programs worldwide. The objective of this analysis is to demonstrate how CommCare metadata contains a wealth of information that can inform humanitarian programs in their use of mobile technology. This understanding can help programs determine the most effective way to implement CommCare or other mobile technology in resource-poor settings. A typical CommCare user is a frontline worker, such as a community health worker who provides outreach to pregnant women and children. An important feature of CommCare is that it supports case management, allowing users to register, update, and close cases in their CommCare application. A case is usually a user’s client, e.g., a pregnant woman who is supported by the CommCare user. While using CommCare, the user fills out electronic forms which eventually get submitted to the CommCare cloud server. The cumulative number of forms submitted by CommCare users as of December 2014 was just over 10 million. Metadata for each form submitted through CommCare are stored in Dimagi’s data platform; included in a form’s metadata are date and time stamps for when each form was started and ended by the user and when the form was eventually received by the cloud server.
Apidays Paris 2023 - Crafting Sustainable Bytes for a Greener Digital Future,...apidays
Apidays Paris 2023 - Software and APIs for Smart, Sustainable and Sovereign Societies
December 6, 7 & 8, 2023
Crafting Sustainable Bytes for a Greener Digital Future
Pindy Bhullar, Green Software Foundation Contributor and PhD Researcher
------
Check out our conferences at https://www.apidays.global/
Do you want to sponsor or talk at one of our conferences?
https://apidays.typeform.com/to/ILJeAaV8
Learn more on APIscene, the global media made by the community for the community:
https://www.apiscene.io
Explore the API ecosystem with the API Landscape:
https://apilandscape.apiscene.io/
How Does a Typical Tutorial for Mobile Development look like? - A research paper presented at the 2014 International Conference on Mining Software Repositories. Paper preprint available here: http://mobis.informatik.uni-hamburg.de/research/publications
People are generally fearful and distrustful of change. Change that involve new and complex technologies are especially stressful, particularly to older and less educated workers. They are fearful of losing their jobs, of losing control to machines, and of becoming useless. Systems analysts, software engineers, and system designers need to be aware of these fears and need to directly address these fears in an honest and forthright manner, both to enhance the probability that the new system will contain the accumulated knowledge of these workers and will be used and to acknowledge their individual worth.
Similar to DigComp 2.2: European Media Literacy week 2021 (20)
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Exploring three unique aspects of makerspaces (Interdisciplinarity; Authentic real-world problems; Flexible learning arrangements) and how they could be best taken advantage in education and training in the future. Input to the Creative Campus online workshop of the Creative FLIP Learning Labs program. Report: https://europa.eu/!xG98yQ
A presentation at the Committee of Regions event for the Finnish EU-presidency. Panel discussion "Next Challenge: The Impact of Artificial Intelligence on education and knowledge creation"
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Through examples of the Joint Research Centre’s work to support the Member States in their implementation of digital competence in their agendas (e.g. DigComp framework, SELFIE), the presentation will illustrate how the so called “Open method of coordination” works in the field of education and training. On the other hand, the presentation will also evoke interesting research questions that will help European Union to reach its goals for the future (e.g. AI in Education, digital networks to support on-the-job-training). https://ea-tel.eu/jtelss/jtelss2019/futuretel-open-seminar/
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1. The DigComp 2.2 update
European Media Literacy week 2021
Dr. Riina Vuorikari, EC,
DG Joint Research Centre
Dr. Stefano Kluzer,
Independent Expert
2.
3. Introduction
1.Who are here today?
2.Why the DigComp 2.2 update; Process and timeline of the
poublic online validation (Nov)
3.Organisation of the working sessions 1
4. What does it mean to be digitally competent?
Digital competence involves
confident, critical and
responsible use of, and
engagement with the full range
of digital technologies for
learning, at work, and for
participation in society.
(Council Recommendation on Key Competences
for Lifelong Learning, 22 May 2018, ST 9009 2018
INIT)
M
e
d
i
a
l
I
t
e
r
a
c
y
It includes:
• Information and data literacy,
• Communication and collaboration,
• Digital content creation (including
programming), intellectual property
related questions,
• Safety (including digital well-being
and competences related to
cybersecurity),
• Problem-solving and critical
thinking
7. Dimension 1 Areas identified to be part of the digital competence
Dimension 2 Competence titles and descriptors
Dimension 3 Levels of proficiency for each competence
Dimension 4 Examples of the knowledge, skills and attitudes applicable to each competence
Dimension 5 Examples of use
The focus of the DigComp 2.2 update
8. DigComp 2.2 creation and validation process
Find us at:
https://all-digital.org/
invitation-to-digcomp-
cop/
10. Timeline:
• Public Online Validation
(mid-Nov 2021)
• Survey one competence at the time
Announcements made at:
• DigComp CoP:
https://all-digital.org/invitation-to-digcomp-cop/
• Through Twitter:
• DigComp website: https://ec.europa.eu/jrc/digcomp
11.
12. Each participant will read 5 statements /session (5 min silent individual work)
Choose at least 1 that is not relevant for DigComp and mark it red
Does one need to be changed? Mark it in orange and add a note or
suggest changes
All perfect? Mark your favourite one in green
Document online to read and edit:
https://docs.google.com/document/d/1KtpyrFRFkts2SHvKVSjY4w1BxG
EEz2gC/edit?usp=sharing&ouid=105719446908044227233&rtpof=true
&sd=true
Organisation of the working sessions (1)
13. Which ones read?
You will be assigned a number
you will find 5 examples related to this number
in the chart (also available in google doc)
Document online to read and edit:
https://docs.google.com/document/d/1KtpyrFRFk
ts2SHvKVSjY4w1BxGEEz2gC/edit?usp=sharing
&ouid=105719446908044227233&rtpof=true&sd
=true
Organisation of
the working sessions (2)
14. Working session 1:
AI in Information and
media literacy
1.How much AI should there be in Information and Media
literacy? (10 min)
2.Exercise: Is there enough/too much AI in the DigComp
examples? (5 min)
3.Discussion (20 min)
15. The need of profiling users (often driven by monetary profits)
Extensive collection of user data (e.g. personal, behavioural, interactions)
Profiling used for “personalisation” of feeds, content, services
Leads to eco-chambers and filter-bubbles
(….which somehow leads to the world that we are living in today?)
Let’s not forget the opportunities, however!
Challenge of AI systems in today’s
media/platforms (1)
17. Exercise 1:
Is there enough/too much AI
in the DigComp examples?
Read 5 statements on your own (link)
1. Choose at least 1 that is not relevant for DigComp and
mark it red
2. Does one need to be changed? Mark it in purple and add
a note with suggested changes
3. All perfect? Mark your favourite in green
18. Which ones read?
You will be assigned a number
you will find 5 examples related to this number
in the chart (also available in google doc)
Document online to read and edit:
https://docs.google.com/document/d/1KtpyrFRFk
ts2SHvKVSjY4w1BxGEEz2gC/edit?usp=sharing
&ouid=105719446908044227233&rtpof=true&sd
=true
Organisation of
the working sessions (2)
19. Working session 1:
AI in Information and
media literacy
1.How much AI should there be in Information and Media
literacy? (10 min)
2.Exercise: Is there enough/too much AI in the DigComp
examples? (5 min)
3.Discussion (20 min)
20. Working session 2:
AI in Well-being, and in social
and environmental
sustainability
1.How much is AI affecting this area? (10 min)
2.Exercise: Is there enough/too much AI in the DigComp
examples? (5 min)
3. Discussion (20 min)
21. Importance of personal digital
balance including non-use as
an option
Remote-work and home
Digital health apps:
for good or bad?
Aware of energy demand
of devices, application
and services
Respect for sustainability
of natual and human
resources
Netiquette,
Participatory
citizenship
22. Which ones read?
You will be assigned a number
you find 5 examples related to this number
in the chart (also available in google doc)
Document online to read and edit:
https://docs.google.com/document/d/1KtpyrFRFk
ts2SHvKVSjY4w1BxGEEz2gC/edit?usp=sharing
&ouid=105719446908044227233&rtpof=true&sd
=true
Organisation of
the working sessions (2)
23. Working session 2:
AI in Well-being, and in social
and environmental
sustainability
1.How much is AI affecting this area? (10 min)
2.Exercise: Is there enough/too much AI in the DigComp
examples? (5 min)
3. Discussion (20 min)
24. Video address
Chiara RIONDINO
Head of Unit, DG EMPL: Vocational
Education and Training, CEDEFOP
https://drive.google.com/file/d/1yXgWJbILarS9vGiEoYHw9jS1XsIdU1XG/v
iew?usp=sharing
Long: https://youtu.be/Vg6mHv_JBuA
a renewed European Union (EU) policy initiative to support the sustainable and effective adaptation of the education and training systems of EU Member States to the digital age
The Digital Education Action Plan: two priority areas:
Fostering the development of a high-performing digital education ecosystem
Enhancing digital skills and competences for the digital transformation
offers a long-term strategic vision for high-quality, inclusive and accessible European digital education
addresses the challenges and opportunities of the COVID-19 pandemic, which has led to the unprecedented use of technology for education and training purposes
seeks stronger cooperation at the EU level on digital education and underscores the importance of working together across sectors to bring education into the digital age
presents opportunities, including improved quality and quantity of teaching concerning digital technologies, support for the digitalisation of teaching methods and pedagogies and the provision of infrastructure required for inclusive and resilient remote learning