This document discusses how networks and new technologies are changing learning. It notes that knowledge is now abundant and free online, learning is increasingly social and visible, and networks enable new forms of collaboration. Weak ties and open sharing of ideas can spark innovation. The document provides examples of how YouTube, social media, and memes spread information and new literacies like network literacy are important. It emphasizes making the learning process visible and contributing to others' learning through open sharing.
5 Ways to Increase Traffic to Your Museum in 2013missionkeycomm
The document provides 5 tips for increasing foot traffic to museums in 2013: 1) Get the word out through various marketing channels like social media, brochures, and local media. 2) Let the community see the museum by having executives visible at community events. 3) Host evening events with appetizers and activities. 4) Make non-members jealous by showcasing exclusive member benefits. 5) Get young people excited by creating interactive spaces catered to social media where they can learn and share their experience. The document promotes a communications firm that can help museums implement these tips.
1) The document discusses how social networks and Web 2.0 tools can positively transform research, teaching, and service for academics if they build serious academic lives online.
2) It explores concepts like knowledge, the human thought process, coding languages, and how media and society have shifted with increased access to digital tools and networks.
3) Examples are provided of how networks can increase the power of audiences, support learning, and enable teaching/learning online through meaningful collaboration and sharing of information.
Deep learning in the Age of DistractionAlec Couros
This document discusses deep learning in the age of digital distraction. It notes that today's social and mobile reality features vast amounts of online content and connectivity. However, some argue that constant connectivity may be leading to shallow thinking. The document discusses debates around the idea of "digital natives" and examines how youth use social media to socialize and express identity. It provides examples of how multimedia tools can enable deep learning when used to collaborate, give voice, make connections, and engage in lifelong learning networks. The document suggests key ideas around deep learning include sharing, audience, identity, and relationships in a digital world.
This document discusses how networks and new technologies are changing learning. It notes that knowledge is now abundant and free online, learning is increasingly social and visible, and networks enable new forms of collaboration. Weak ties and open sharing of ideas can spark innovation. The document provides examples of how YouTube, social media, and memes spread information and new literacies like network literacy are important. It emphasizes making the learning process visible and contributing to others' learning through open sharing.
5 Ways to Increase Traffic to Your Museum in 2013missionkeycomm
The document provides 5 tips for increasing foot traffic to museums in 2013: 1) Get the word out through various marketing channels like social media, brochures, and local media. 2) Let the community see the museum by having executives visible at community events. 3) Host evening events with appetizers and activities. 4) Make non-members jealous by showcasing exclusive member benefits. 5) Get young people excited by creating interactive spaces catered to social media where they can learn and share their experience. The document promotes a communications firm that can help museums implement these tips.
1) The document discusses how social networks and Web 2.0 tools can positively transform research, teaching, and service for academics if they build serious academic lives online.
2) It explores concepts like knowledge, the human thought process, coding languages, and how media and society have shifted with increased access to digital tools and networks.
3) Examples are provided of how networks can increase the power of audiences, support learning, and enable teaching/learning online through meaningful collaboration and sharing of information.
Deep learning in the Age of DistractionAlec Couros
This document discusses deep learning in the age of digital distraction. It notes that today's social and mobile reality features vast amounts of online content and connectivity. However, some argue that constant connectivity may be leading to shallow thinking. The document discusses debates around the idea of "digital natives" and examines how youth use social media to socialize and express identity. It provides examples of how multimedia tools can enable deep learning when used to collaborate, give voice, make connections, and engage in lifelong learning networks. The document suggests key ideas around deep learning include sharing, audience, identity, and relationships in a digital world.
Transliteracy Sue Thomas Xi'an (English)Dr Sue Thomas
Presentation of Transliteracy: Crossing Divides at the DAW Symposium, Xi'an, China, July 2010. Includes Bobbi Newman's Transliteracy slides. http://www.digitalartweeks.ethz.ch/web/DAW10/Symposium
Social media refers to online tools that allow people to communicate, share content, and engage in online social networking. These tools include blogs, social networking sites, photo sharing sites, and more. Social networking sites allow users to create profiles and connect with others. While new technologies have often faced skepticism, social media has changed how people interact and get information online through sharing, commenting, and collaborating. It remains to be seen how social media will continue to impact society.
Digital storytelling is a method for creating and sharing personal stories using multimedia elements like images, music, and narration. The document discusses the history and origins of digital storytelling, how it started in the 1970s, and how the Center for Digital Storytelling has helped spread it worldwide through workshops. It provides examples of how digital storytelling can be used for education, community building, research, activism, and more. A typical digital story is 2-3 minutes long and combines a script of 250-300 words with 20-30 images, video, or other multimedia elements created over a 3-5 day workshop.
Rethinking Teaching & Learning in a Networked RealityAlec Couros
This document discusses how networked technologies are transforming education and learning. It explores how social media and online networks enable new forms of learning, communication, sharing and collaboration. The author argues that meaningful learning can be fostered through informal learning networks and that educators should embrace open, connected, social models of learning using digital tools and online networks. However, educators also need to pay attention to issues like privacy, identity and building trust in online spaces. Overall, the document examines how networked technologies are changing the roles of educators and the nature of teaching and learning.
The document discusses social media and its various forms and uses. It defines social media as online tools that allow people to publish, communicate and share content, including blogs, wikis, photos and social networking sites. Social networking sites allow users to create profiles and connect with others. The document also discusses how social media enables discussion, feedback and sharing of information among interested parties. It notes social media is linked to other sites, resources and people.
Social media refers to online services that allow users to share content including words, pictures, videos, and audio. It enables easy sharing of knowledge and information through platforms like WhatsApp, Facebook, Twitter, YouTube, and Instagram. While social media has advantages like facilitating communication and awareness of current affairs, it also has disadvantages like sometimes spreading fake information, causing laziness in students, and wasting time.
The document discusses computer-mediated communication (CMC) and its role in language learning. It provides definitions of CMC and explores how CMC can be used to promote language production through tools like chat, email, and video conferencing. The document also examines online intercultural exchange programs that pair language learners from different countries to develop both language skills and intercultural competence through collaborative online tasks.
Slides for my keynote presentation at YRDSB Quest in Richmond Hill, Ontario, November 17, 2010.
Full video of the recording is found here: http://www.rogerstv.com/page.aspx?lid=237&rid=17&sid=3867&gid=73758
By Helge Fahrnberger: How the organization of things changes society - how to change society with the organization of things.
Version 2 of my "Lions and Ants" presentation - thanks everybody how gave feedback on the first version!
For Version 1 see http://www.slideshare.net/muesli/lions-or-ants-imaginev1-presentation
Chapter 4 Socialization and the Construction of ReallityRay Brannon
The document discusses several topics related to the social construction of reality including:
1) The concept that events are open to interpretation and realities are developed based on common social interpretations.
2) Muslim outrage over an anti-Islam film and the different views of freedom and insult between individualistic Western societies and communities in other parts of the world.
3) George Herbert Mead's concepts of the self and the generalized other in developing one's identity through social interactions and conforming to social norms.
4) Erving Goffman's theory of dramaturgy and the presentation of self through impressions managed using appearance, manner, risk-taking, and maintaining ideal standards in public.
Networked learning: experience the educational power of the network and the participatory culture of the web Presented at the Asia Society Ning.com is a free web-based platform that allows users to create their own social networking sites with many of the same features available on Facebook or MySpace. (The word “ning” means “peace” in Chinese.) Sites created with Ning allow virtual communities to form around common interests and around the world. Come explore how participating on a Ning—and even creating your own—enables students and teachers alike to engage in networked learning.
The document discusses using play and games as a pedagogical approach to teaching information literacy (IL). It argues that IL is socially constructed, so using playful learning allows for socially constructed meaning to emerge. The document outlines several characteristics of play, such as it being voluntary and done for its own sake. It also notes that play can be social and interactive. In conclusion, the document states that playful learning suits socially constructed learning in IL education, if educators give students permission to play.
A Voice of One, a Society of One: Community Sustainability in the New Media A...Serra's Art Studio
English 101 Presentation:From the Text: A Voice of One, a Society of One: Community Sustainability in the New Media Age of Individualism written by Gloud, Journal of Scholarly Publishing
Social learning is learning with and from others through interactions both online and offline. Social media allows social learning to scale in unprecedented ways by connecting people globally and facilitating ongoing knowledge sharing and transfer. For social learning to be effective using social media, it requires shifting perceptions to encourage learning as an enjoyable social experience. Social media platforms like Facebook and Yammer can expand conversations, connections, and communities to reach broader audiences in ways that were previously only possible on a local level.
The document discusses different perspectives on how digital technologies and the internet are impacting learning, culture, and society. It notes debates around whether the internet hinders deep thinking or enables widespread participation and innovation. It also discusses practical teaching perspectives on preparing students for a world where learning is interconnected online. Several conclusions are drawn around curating information and the potential for a "renaissance" in read-write culture.
Beyond bits, bytes, pixels and spritesBarbara Dieu
If we accept that language, culture and identity are intertwined, the knowledge of a foreign language should heighten this awareness and understanding as it provides insight into other patterns of meaning and experience. However, in many contexts, little or superficial attention is given to this live, complex inter-cultural, inter-disciplinary and personal dimension of learning a new language so the experience remains fragmented and frustrating for learners and teachers alike.
How do we move from bits, bytes, pixels and sprites to connecting the dots?
Social networking has evolved greatly since its beginnings in the early 1970s with the first email message. In 1994, Geocities launched as one of the earliest social networking sites, allowing users to create customized websites grouped by topic. The following year, TheGlobe.com enabled users to connect and share content with others based on common interests. Since then, major social platforms like Facebook, Twitter, and YouTube have launched and grown tremendously in users and features, helping people connect globally in new ways.
This document discusses how writing and texts are changing in the digital age. It notes that texts now include oral, electronic, and visual forms, not just traditional written forms. The literacy framework recognizes that students need skills for reading non-continuous texts like charts and graphs, in addition to continuous prose. The document also discusses how online publishing and social networking sites are impacting the writing process, providing both risks and rewards like real audiences. It includes quotes from a teacher who found students improved their writing and learned skills from each other when using online collaborative writing and review tools.
The document discusses strategies for revitalizing the yo-yo brand, which has struggled as challengers have emerged and it is viewed as outdated. It proposes embracing retro nostalgia through digital channels, user expression, and location-specific historical imagery on mobile to appeal to modern audiences and counter cultural movements. Launch plans involve trials in trendy cities to measure digital response before a national rollout.
This document discusses how youth today are more similar than different across generations and cultures in their familiarity with technology and desire for customization. While computers and social media allow for more individual expression than ever before, people still highly value their social connections and groups. The document argues that brands should provide meaningful experiences for consumers to interact with, own, and share the brand's message through their own social networks and digital tools, rather than simply telling people what to think. When brands empower this kind of engagement, consumers will collaborate, create, and spread the brand's ideas themselves.
This document summarizes a presentation about open scholarship and connected learning. It discusses how knowledge is acquired and shared, from human thought to various coding languages. It also examines shifts towards more open and collaborative models of learning, including the rise of open content online and network literacies. Key barriers like power and control are addressed. The importance of collaboration, critical thinking, and questioning established ideas are emphasized in developing 21st century learning networks.
This document discusses how social networks and openness are transforming teaching and learning. It highlights how tools like social media allow academics to more openly share their work and connect with peers and students. It also discusses the rise of open access to information, open journal publishing models, and how knowledge is becoming more freely shared. The document advocates for more open and connected models of teaching that take advantage of global online learning networks and communities.
Transliteracy Sue Thomas Xi'an (English)Dr Sue Thomas
Presentation of Transliteracy: Crossing Divides at the DAW Symposium, Xi'an, China, July 2010. Includes Bobbi Newman's Transliteracy slides. http://www.digitalartweeks.ethz.ch/web/DAW10/Symposium
Social media refers to online tools that allow people to communicate, share content, and engage in online social networking. These tools include blogs, social networking sites, photo sharing sites, and more. Social networking sites allow users to create profiles and connect with others. While new technologies have often faced skepticism, social media has changed how people interact and get information online through sharing, commenting, and collaborating. It remains to be seen how social media will continue to impact society.
Digital storytelling is a method for creating and sharing personal stories using multimedia elements like images, music, and narration. The document discusses the history and origins of digital storytelling, how it started in the 1970s, and how the Center for Digital Storytelling has helped spread it worldwide through workshops. It provides examples of how digital storytelling can be used for education, community building, research, activism, and more. A typical digital story is 2-3 minutes long and combines a script of 250-300 words with 20-30 images, video, or other multimedia elements created over a 3-5 day workshop.
Rethinking Teaching & Learning in a Networked RealityAlec Couros
This document discusses how networked technologies are transforming education and learning. It explores how social media and online networks enable new forms of learning, communication, sharing and collaboration. The author argues that meaningful learning can be fostered through informal learning networks and that educators should embrace open, connected, social models of learning using digital tools and online networks. However, educators also need to pay attention to issues like privacy, identity and building trust in online spaces. Overall, the document examines how networked technologies are changing the roles of educators and the nature of teaching and learning.
The document discusses social media and its various forms and uses. It defines social media as online tools that allow people to publish, communicate and share content, including blogs, wikis, photos and social networking sites. Social networking sites allow users to create profiles and connect with others. The document also discusses how social media enables discussion, feedback and sharing of information among interested parties. It notes social media is linked to other sites, resources and people.
Social media refers to online services that allow users to share content including words, pictures, videos, and audio. It enables easy sharing of knowledge and information through platforms like WhatsApp, Facebook, Twitter, YouTube, and Instagram. While social media has advantages like facilitating communication and awareness of current affairs, it also has disadvantages like sometimes spreading fake information, causing laziness in students, and wasting time.
The document discusses computer-mediated communication (CMC) and its role in language learning. It provides definitions of CMC and explores how CMC can be used to promote language production through tools like chat, email, and video conferencing. The document also examines online intercultural exchange programs that pair language learners from different countries to develop both language skills and intercultural competence through collaborative online tasks.
Slides for my keynote presentation at YRDSB Quest in Richmond Hill, Ontario, November 17, 2010.
Full video of the recording is found here: http://www.rogerstv.com/page.aspx?lid=237&rid=17&sid=3867&gid=73758
By Helge Fahrnberger: How the organization of things changes society - how to change society with the organization of things.
Version 2 of my "Lions and Ants" presentation - thanks everybody how gave feedback on the first version!
For Version 1 see http://www.slideshare.net/muesli/lions-or-ants-imaginev1-presentation
Chapter 4 Socialization and the Construction of ReallityRay Brannon
The document discusses several topics related to the social construction of reality including:
1) The concept that events are open to interpretation and realities are developed based on common social interpretations.
2) Muslim outrage over an anti-Islam film and the different views of freedom and insult between individualistic Western societies and communities in other parts of the world.
3) George Herbert Mead's concepts of the self and the generalized other in developing one's identity through social interactions and conforming to social norms.
4) Erving Goffman's theory of dramaturgy and the presentation of self through impressions managed using appearance, manner, risk-taking, and maintaining ideal standards in public.
Networked learning: experience the educational power of the network and the participatory culture of the web Presented at the Asia Society Ning.com is a free web-based platform that allows users to create their own social networking sites with many of the same features available on Facebook or MySpace. (The word “ning” means “peace” in Chinese.) Sites created with Ning allow virtual communities to form around common interests and around the world. Come explore how participating on a Ning—and even creating your own—enables students and teachers alike to engage in networked learning.
The document discusses using play and games as a pedagogical approach to teaching information literacy (IL). It argues that IL is socially constructed, so using playful learning allows for socially constructed meaning to emerge. The document outlines several characteristics of play, such as it being voluntary and done for its own sake. It also notes that play can be social and interactive. In conclusion, the document states that playful learning suits socially constructed learning in IL education, if educators give students permission to play.
A Voice of One, a Society of One: Community Sustainability in the New Media A...Serra's Art Studio
English 101 Presentation:From the Text: A Voice of One, a Society of One: Community Sustainability in the New Media Age of Individualism written by Gloud, Journal of Scholarly Publishing
Social learning is learning with and from others through interactions both online and offline. Social media allows social learning to scale in unprecedented ways by connecting people globally and facilitating ongoing knowledge sharing and transfer. For social learning to be effective using social media, it requires shifting perceptions to encourage learning as an enjoyable social experience. Social media platforms like Facebook and Yammer can expand conversations, connections, and communities to reach broader audiences in ways that were previously only possible on a local level.
The document discusses different perspectives on how digital technologies and the internet are impacting learning, culture, and society. It notes debates around whether the internet hinders deep thinking or enables widespread participation and innovation. It also discusses practical teaching perspectives on preparing students for a world where learning is interconnected online. Several conclusions are drawn around curating information and the potential for a "renaissance" in read-write culture.
Beyond bits, bytes, pixels and spritesBarbara Dieu
If we accept that language, culture and identity are intertwined, the knowledge of a foreign language should heighten this awareness and understanding as it provides insight into other patterns of meaning and experience. However, in many contexts, little or superficial attention is given to this live, complex inter-cultural, inter-disciplinary and personal dimension of learning a new language so the experience remains fragmented and frustrating for learners and teachers alike.
How do we move from bits, bytes, pixels and sprites to connecting the dots?
Social networking has evolved greatly since its beginnings in the early 1970s with the first email message. In 1994, Geocities launched as one of the earliest social networking sites, allowing users to create customized websites grouped by topic. The following year, TheGlobe.com enabled users to connect and share content with others based on common interests. Since then, major social platforms like Facebook, Twitter, and YouTube have launched and grown tremendously in users and features, helping people connect globally in new ways.
This document discusses how writing and texts are changing in the digital age. It notes that texts now include oral, electronic, and visual forms, not just traditional written forms. The literacy framework recognizes that students need skills for reading non-continuous texts like charts and graphs, in addition to continuous prose. The document also discusses how online publishing and social networking sites are impacting the writing process, providing both risks and rewards like real audiences. It includes quotes from a teacher who found students improved their writing and learned skills from each other when using online collaborative writing and review tools.
The document discusses strategies for revitalizing the yo-yo brand, which has struggled as challengers have emerged and it is viewed as outdated. It proposes embracing retro nostalgia through digital channels, user expression, and location-specific historical imagery on mobile to appeal to modern audiences and counter cultural movements. Launch plans involve trials in trendy cities to measure digital response before a national rollout.
This document discusses how youth today are more similar than different across generations and cultures in their familiarity with technology and desire for customization. While computers and social media allow for more individual expression than ever before, people still highly value their social connections and groups. The document argues that brands should provide meaningful experiences for consumers to interact with, own, and share the brand's message through their own social networks and digital tools, rather than simply telling people what to think. When brands empower this kind of engagement, consumers will collaborate, create, and spread the brand's ideas themselves.
This document summarizes a presentation about open scholarship and connected learning. It discusses how knowledge is acquired and shared, from human thought to various coding languages. It also examines shifts towards more open and collaborative models of learning, including the rise of open content online and network literacies. Key barriers like power and control are addressed. The importance of collaboration, critical thinking, and questioning established ideas are emphasized in developing 21st century learning networks.
This document discusses how social networks and openness are transforming teaching and learning. It highlights how tools like social media allow academics to more openly share their work and connect with peers and students. It also discusses the rise of open access to information, open journal publishing models, and how knowledge is becoming more freely shared. The document advocates for more open and connected models of teaching that take advantage of global online learning networks and communities.
The document discusses how networks and connectivity are reshaping education. It notes that more video is uploaded to YouTube every month than the major US television networks created in 60 years. Knowledge is now freely available online like air or water. While age is not a determining factor, access and opportunities create a digital divide. Network literacy including understanding how networks work is an important 21st century skill. Learning is becoming more open and social through networks, with learners gaining knowledge from many online sources rather than just educators. The paradigm is shifting from isolated learning to learning through diverse social networks.
Digital storytelling involves using multimedia like images, video and sound to tell stories. It can take linear or nonlinear forms and encourage interactivity. New technologies have made storytelling more collaborative and allowed stories to be shared widely online. Digital tools allow stories to be told on various devices and platforms, and encourage new forms of interactive storytelling.
Explorations on e-lit & transmedia storytelling ferrarelli marianaMariana Ferrarelli
This document outlines an academic presentation on electronic literature and transmedia storytelling. It discusses how narrative and storytelling have evolved from traditional linear forms like books to newer nonlinear digital forms. It uses examples like the transmedia story Phrenic to illustrate how stories can be expanded across multiple platforms and media types, engaging audiences in more interactive and collaborative ways. The presentation is divided into three parts that cover literature and storytelling, social and textual practices, and incorporating new textual forms into the classroom.
Start an information riot! Student led collaborative knowledge construction i...Peter Bryant
The response of higher education programmes to the transformative and creative spaces promulgated by web 2.0 and social media has been both inconsistent and intermittent, ignoring and embracing the potential for collaboration, knowledge construction and bricolage (Franklin & Harmelen 2007; Grosseck 2009). Outside the constraints of a Virtual Learning Environment and the University firewall, web 2.0 can support a deconstruction of the role of the teacher, a significant re-evaluation of the way knowledge is constructed and shared and a dramatic re-thinking of the inter-connections between learners, the crowd and their wider, separate networks in which learning can also occur (Downes 2009; O'Reilly 2003; Siemens 2005).
This case study will look at the use web 2.0 and social media in the design and delivery of the BA Professional Practice programme at Middlesex University. The programme utilised a set of enhanced literacies centred on a do-it-yourself inquiry philosophy, the application, sharing and reflection upon social experiences and the construction of professional identity, ‘for’ the practice of work, ‘at’ the practice of work and ‘through’ the practice of work (Garnett & Workman 2009; Hanley 2011; Kamenetz 2010).
This document discusses indigenous approaches to digital, visual, and material composition. It addresses how to represent the agency and cultural values of others, the need to organize classrooms in a way that supports different forms of intelligence, and how writing instruction must equip students to produce documents appropriate for diverse audiences and purposes online. It also discusses issues of identity representation in digital spaces, noting that technology interfaces often replicate systems of oppression, and common digital representations of indigenous peoples can be limited. The document advocates for centering indigenous perspectives and respecting principles of reciprocity, relevance and deep listening.
Sociology of the Internet and New Media.pptxSandykaFundaa
• Social Construction of Technology,
• Digital inequalities – Digital Divide and Access,
• Economy of New Media - Intellectual value;
• digital media ethics,
• new media and popular culture.
Online learning is being transformed by new technologies and social connections. [1] Tools like YouTube and social media allow learning to occur anywhere and be shared widely. [2] Networks provide opportunities for inspiration, collaboration, and crowdsourcing knowledge. [3] Visible, open learning helps develop strong connections and communities for sharing ideas.
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
The document discusses virtual worlds and Second Life. It provides an overview of the history of virtual worlds, from early platforms in the 1990s to current platforms like Second Life. It describes some of the activities people engage in on Second Life, such as socializing, gaming, arts and culture, business and education. It also touches on some of the opportunities and challenges of virtual worlds, such as their use for civic engagement, adult entertainment, and concerns about safety and identity.
This document summarizes an international arts project called the Interdependence Hexagon Project. The project uses hexagon shapes as a metaphor for interconnectedness and engages youth in exploring real-world issues through art. It is presented by teachers from Illinois, Pennsylvania, and elsewhere who discuss teaching strategies for the project, which aims to promote global understanding and civic engagement among students. Videos and websites are provided with additional resources for the project.
This document discusses identity construction through internet use and social media. It covers how identity was initially presented through static personal homepages but is now more fluid through dynamic social media which allows for multiple simultaneous presentations of self. Identity is negotiated through connections to others online and information sharing on social networking sites has blurred boundaries around attributes like gender, sexuality and race. While online identities can feel liberating, they also face challenges like maintaining authenticity and balancing online and offline social worlds.
Facebook Generation For The Bits Foundation November 12 2009raglandpark
The document discusses generational differences in attitudes towards technology and work. It notes that digital natives, born after 1982, have grown up with technologies like the internet and smartphones. However, others argue this view overgeneralizes and most young people globally do not have access to digital technologies. The document concludes by asking whether organizations should change practices to suit digital natives or focus on improving digital literacy for all.
The document describes The Interdependence Hexagon Project, an international arts project that engages youth in real-world issues. The project uses hexagons as a metaphor for interconnectedness. Students create artworks in hexagon shapes to explore themes related to human rights, diversity, the environment, and other topics. The goals are to promote global awareness and understanding among students. Teachers leading the project discuss strategies for implementing hexagon art lessons and collaborating with other schools.
The document discusses holding a hands-on workshop to teach educators how to use the virtual world Second Life for teaching. It provides an overview of Second Life and the activities that will take place at the workshop, including demonstrations of how to build and script content as well as discussions on pedagogical techniques for teaching in Second Life. The workshop also aims to help educators overcome challenges of using Second Life and help them get started utilizing it for their own teaching.
This document discusses digital literacy and its importance in today's networked society. Some key points:
- Digital literacy goes beyond just learning how to use tools and involves developing a critical understanding of the digital world.
- Everyone exists on a continuum between being a "digital visitor" and a "digital resident" and skills must be developed.
- Digital literacy includes being able to identify, understand, interpret, create, communicate and compute using digital tools and media.
- Digital literacy is now an essential entitlement and skill for full participation in work, culture, civic duties and more.
Similar to Digital literacies and the myth of digital natives (20)
Mediakasvatus varhaiskasvatuksessa -esityksessä herätellään varhaiskasvattajan mediakasvatuksellista ajattelua ja vahvistetaan omaa mediasuhdetta. Lisäksi käydään läpi mediakasvatuksen perusteita ja uutta varhaiskasvatussuunnitelmaa.
Mediakasvatusseura ja Pelastakaa Lapset ry pitivät yhteisen puheenvuoron NUORI2017 -tapahtumassa. Esityksen aiheena olivat seksisisällöt mediassa ja seksuaaliset ilmiöt verkossa sekä lasten ja nuorten mediakasvatus.
Esitys on suunnattu lasten ja nuorten parissa työskenteleville aikuisille. Esityksen tavoitteena on lisätä näiden ammattilaisten tietoa lasta ja nuorta seksualisoivasta ja laittomasta kuvamateriaalista, sekä selkeyttää toimintaohjeita materiaalin osalta.
Ungas medievardag är allt med mångsidig och medieinnehåll är en byggsten för ungas identitetsbyggande.
Men hur står det till med mediekritiken - finns den där när falska nyheter, manipulerade bilder och odaterade videosnuttar knackar på? Och hur kan vi som jobbar med unga stöda dem i att upptäcka det roliga i att tänka mediekritiskt?
Föreläsning av Isabella Holm på NUORI2017, 28.3.2017.
Kaksipäiväinen Tästä saa puhua-seminaari järjestettiin 1.-2.12.2016. Seminaarissa keskusteltiin vihapuheesta, sitä lietsovasta disinformaatiosta ja rakenteista näiden ilmiöiden takana. Seminaarissa etsittiin kahden päivän ajan vastauksia ja erilaisia ratkaisuja asiantuntijapuheenvuoroja kuullen ja käytännön työvälineitä toiminnallisesti kehittäen. Esityksestä löytyvät toisen seminaaripäivän ohjelma- ja puheenvuorotiedot.
Kaksipäiväinen Tästä saa puhua-seminaari järjestettiin 1.-2.12.2016. Seminaarissa keskusteltiin vihapuheesta, sitä lietsovasta disinformaatiosta ja rakenteista näiden ilmiöiden takana. Seminaarissa etsittiin kahden päivän ajan vastauksia ja erilaisia ratkaisuja asiantuntijapuheenvuoroja kuullen ja käytännön työvälineitä toiminnallisesti kehittäen. Esityksestä löytyy molempien päivien ohjelmat ja puheenvuorotiedot.
Miltä lasten digitaalinen arki näyttää, varsinkin nuorimpien? Ja miten varhaiskasvattaja tai lähiaikuinen voi tukea lapsen mediataitojen vahvistumista?
Föreläsningen hölls i Helsingfors på finska och svenska under Regionförvaltningsverkets IT-pedagogiska fortbildningsdag för personal inom småbarnspedagogik. Luento järjestettiin osana Aluehallintoviraston IT-pedagogista jatkokoulutuspäivää varhaiskasvattajille Helsingissä.
Seksiin liittyvät viestit sosiaalisessa mediassa
Head of Community and Safety Silja Nielsen, watAgame. Esitys Mediakasvatusseuran Mediakasvatus <3 seksuaalikasvatus -seminaarissa, 1.11.2016 / Tieteiden talo, Helsinki.
The document summarizes the perspectives of Finnish media educators on recommendations for children and youth's media use. A survey of 64 media educators found that the term "screen time" is too simplistic and doesn't consider content. Respondents felt that recommendations should focus more on what children do online rather than just time spent. While some guidelines on time are still useful, educators saw a need for updated, shared norms and qualitative recommendations, especially for young children, addressing content, self-evaluation, and balancing media use with other activities. Current topics in media education discussed included privacy, commercialization, and ensuring cooperation across the field.
Ruutuaika-käsite nousee säännöllisesti esiin lasten ja nuorten mediankäyttöä koskevassa keskustelussa. Ruutuajalla viitataan erilaisten näyttölaitteiden (esim. tietokone, älypuhelin, tabletti, televisio…) äärellä vietettyyn aikaan. Käsite on lähtöisin Nuoren Suomen liikuntakasvatuksen asiantuntijaryhmän vuonna 2008 antamasta suosituksesta, jonka mukaan päivittäinen viihdemedian äärellä vietetty aika tulisi lapsilla ja nuorilla olla maksimissaan kaksi tuntia. Terveyden ja hyvinvoinnin laitos THL on viitannut suositukseen myös omissa julkaisuissaan ja monet lasten ja nuorten parissa työskentelevät asiantuntijat ovat omaksuneet ruutuaika-suosituksen.
Mediakasvatusseura (www.mediakasvatus.fi/seura) halusi selvittää mediakasvatuksen parissa toimivien ammattilaisten näkemyksiä ruutuaika-käsitteestä toteuttamalla avoimen Ruudulla-kyselyn, joka suunnattiin erityisesti mediakasvatuksen parissa toimiville ammattilaisille ja opiskelijoille.
Osallistujia pyydettiin vastaamaan viiteen kysymykseen, jotka käsittelivät ruutuaikaa sekä lasten ja nuorten mediankäyttöä. Valmiiden vastausvaihtoehtojen (kyllä, ei, en osaa sanoa) lisäksi kysymysten yhteydessä oli mahdollisuus jättää avoimia vastauksia. Saadut vastaukset on tiivistetty alla kysymyskohtaisesti. Voit tutustua raporttiin täällä: http://www.mediakasvatus.fi/wp-content/uploads/2016/10/Ruudulla-Mediakasvattajien-na%CC%88kemyksia%CC%88-ruutuajasta_2016.pdf
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
The chapter Lifelines of National Economy in Class 10 Geography focuses on the various modes of transportation and communication that play a vital role in the economic development of a country. These lifelines are crucial for the movement of goods, services, and people, thereby connecting different regions and promoting economic activities.
2. A Magazine Is an iPad That Does Not Work
(http://www.youtube.com/watch?v=aXV-yaFmQNk)
3. ”Digital natives” are said to…
1. constitute a homogeneous generation
that speaks a different ”technological”
language
2. have different learning styles
3. demand a new way of teaching and
learning
4. “…with peer production we
will harness human skill,
ingenuity and intelligence
more efficiently and
effectively than anything we
have witnessed before”
Source: Don Tapscott & Anthony D. Williams (2006), Wikinomics
5. ‘Ladder of opportunities’
type of opportunities taken up by 9-10 yrs old
Visited chat room; Used file-sharing sites; Created a
<20% character, pet or avatar; Spent time in a virtual world; Written
a blog or online diary
Percentage of Played games with other people online; Downloaded music or films;
children on 35% Shared photos, videos or music with others; Used a webcam; Posted
the levels a message on a website
40% Visited social networking profile; Used instant messaging; Sent/received
emails; Read, watched the news online
50% Watched video clips
100% Used the internet for school work;
Played games on your own or against the computer
6. ”Culture is more
participatory now than it
was under old regimes of
media power in many
places. Yet we are long
way away from anything
approaching full
participation."
Source: Henry Jenkins, Sam Ford & Joshua Green (2013). Spreadable Media.
Creating Value and Meaning in a Networked Culture
7. “Literacies are bound up
with social, institutional and
cultural relationships, and
can only be understood
when they are situated
within their social, cultural
and historical contexts.”
Source: Colin Lankshear & Michele Knobel (2006). New Literacies:
Everyday Practices and Classroom Learning
8. Girl, age 14
“Usually I draw Italy
in a way that it shouts
‘pasta’ but now for
some reason I draw it
to shout ‘swede
pureé.
This one friend of
mine drew Latvia that
has this ‘kolkol’-aura
when normally it is
that ‘sob,’ scared and
shivering, because it
has had traumas
from Russia.... We
really had fun.”
9. ”Everyday creativity refers to a process which brings together
at least one active human mind, and the material or digital
world, in the activity of making something. The activity has not
been done in this way by this person (or these people) before.
The process may arouse various emotions, such as excitement
and frustration, but most especially a feeling of joy. When
witnessing and appreciating the output, people may sense the
presence of the maker, and recognize those feelings.”
Source: David Gauntlett (2011). Making is connecting. The social meaning of creativity
10. Some principles of digital literacy
• Joyful and embodied use of material stuff
• Spreadability: technical and cultural
potential to share content for one’s
own purposes
• Responsibility in digital environments