Designing a Pathway to Digital Fluency

2022 ◽  
pp. 231-251
Author(s):  
Becky Shiring

This chapter addresses the need for developing digital fluency skills in higher-education students in order to best prepare them for real-world success. The pathway to digital fluency is complex and requires a reimagined, collaborative approach to learning design. This chapter considers the elements of authentic learning as a means of developing students' digital fluency and proposes learning design as a pathway to action for teacher-developed authentic learning activities. The chapter begins by exploring the concept of digital fluency in order to develop a definition that informs pedagogical approach. Approaches to digital fluency development are examined through digital literacy and authentic learning frameworks. The pedagogical approach is further examined and conceptualized through the process of learning design. Considerations are presented at the end of each section to illustrate relationships between digital fluency, authentic learning, and learning design, and to allow for further exploration of concepts within unique contexts.

2015 ◽  
Vol 31 (1) ◽  
pp. 29-49 ◽  
Author(s):  
Anne Abraham ◽  
Hazel Jones

ABSTRACT With the emergence of new sets of technological tools, university students are now offered more authentic learning experiences involving real-world, complex problems and their solutions. This focus on problem-based activities and case studies has produced a learning environment that is inherently multidisciplinary. This paper reports on the development of a scaffolded learning assignment with blended components applied in an accounting subject that was taught in a cross-disciplinary setting. The assignment was developed in a sociocultural context, based on a Vygotskian approach, and this paper details its design and development. The five stages of the assignment were carefully scaffolded and included elements of individual and group tasks, finishing with an individual reflection on the process. Formative assessment and associated feedback are important elements of the scaffolding and thus the paper reports both the design and implementation of the assignment, and provides qualitative feedback from students regarding how completing the assignment enhanced their learning in accounting. The paper concludes with suggestions for further applications for the learning design of the assignment.


Mathematics ◽  
2021 ◽  
Vol 9 (15) ◽  
pp. 1740
Author(s):  
Elizabeth Martinez-Villarraga ◽  
Isabel Lopez-Cobo ◽  
David Becerra-Alonso ◽  
Francisco Fernández-Navarro

The aim of this work is to characterize the process of constructing mathematical knowledge by higher education students in a distance learning course. This was done as part of an algebra course within engineering degrees in a Colombian university. The study used a Transformative Sequential Design in mixed methods research. The analysis also determined the kinds of mathematical knowledge attained by the students and its relationship to the Colombian social and cultural context. The students acquired declarative, procedural, and conditional knowledge, while the learning strategies were often superficial. In a context where power is distant, students take on a passive approach to learning despite being highly respectful towards the educator. Thus, the educational system has the educator at the center.


2021 ◽  
Author(s):  
Adib Rifqi Setiawan ◽  
Wahyu Eka Saputri

This research constructs learning design to guide primary education students on achieving financial literacy. The approach used is mixed method sequential exploratory model. This results shows that validity and reliability of this design in general on the category can be used.


2020 ◽  
Vol 20 (4) ◽  
pp. 703-731
Author(s):  
Marileide Dias Esqueda

ABSTRACT Based on the assumption that video game localization inevitably has levels of collaboration among their agents, forming a collaborative continuum that involves localization managers, translators, localization coordinators, and linguistic testers, who directly or indirectly influence the game to be localized, game localization teaching can also adopt a collaborative approach, dynamically promoting experience exchanges between translation teachers and students, and other collaborators. Accordingly, this paper, conceived as a didactic proposal of qualitative and naturalistic bias (GILE, 2009; CHESTERMAN; WILLIAMS, 2002), describes possibilities for incorporating video game localization in translation teaching using a collaborative pedagogical approach (KIRALY, 2000).


2021 ◽  
Vol 5 (1) ◽  
pp. 39-54 ◽  
Author(s):  
Paula Gardiner ◽  
Rachel Kilby

Through the examination of past and current practice, survey and interview, this article discusses how music from the widest parameters may be included in mainstream education in Wales. In 2014, the Welsh Government commissioned Professor Graham Donaldson to review the curriculum and assessment arrangements in schools in Wales. The outcome, Successful Futures: Independent Review of Curriculum and Assessment Arrangements in Wales (2015), was adopted by the Welsh Government for implementation by 2021. This new curriculum and its approach to learning and teaching offers the opportunity to re-examine the provision of music in schools, outlining a significant shift from ‘…“learning about” to “learning to” with a growing skills focus and an emphasis on application and development of higher-order skills, particularly creativity (entrepreneurship) and digital literacy’ (Donaldson 2015: 18). This vision requires exploration and engagement in a greater diversity of music.


Author(s):  
Mike Keppell ◽  
Jane Gunn ◽  
Kelsey Hegarty ◽  
Vivienne O’Conner ◽  
Ngaire Kerse ◽  
...  

This chapter describes the learning design of two multimedia modules which complement a problem-based learning health sciences curriculum. The use of student-centered, authentic learning design frameworks guide academics and instructional designers in the creative pedagogical design of learning resources. The chapter describes the educational context, learning design of two multimedia modules and suggests a number of strategies for improving the design and development of multimedia resources.


Author(s):  
Chunfang Zhou ◽  
Aparna Purushothaman

This chapter has two aims: 1) to bridge the link between creativity, learning, information ecology, and community of practice that underpins the theoretical necessity of contextual user-centered approach to learning design by ICT in developing contexts; and 2) to specifically discuss how a human-computer interaction for development (HCI4D) based on learning design can be applied to provide the practical instrument for building creative learning environment in developing contexts. Theoretically, the chapter will build a new framework by using three prominent theories: creativity theories, information ecology, and theory of communities of practice. This chapter also has practical contributions to offer developmental scholars and project managers a vocabulary to address the process and learning issues in both formal and informal learning environments and opening up new ways for understanding creativity, learning, and usages of ICT in a developmental context.


2008 ◽  
pp. 398-418
Author(s):  
M. Keppell ◽  
J. Gunn ◽  
K. Hegarty ◽  
V. O’Conner ◽  
Ngaire Kerse ◽  
...  

This chapter describes the learning design of two multimedia modules which complement a problem-based learning health sciences curriculum. The use of student-centred, authentic learning design frameworks guide academics and instructional designers in the creative pedagogical design of learning resources. The chapter describes the educational context, learning design of two multimedia modules and suggests a number of strategies for improving the design and development of multimedia resources.


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