The goal of digital competence: be skilled at finding, evaluating, creating and effectively using information and transfer these skills to the workplace and personal life. Competency areas: visual literacy, new media literacy, information fluency, and information competency.
Assessing Digital Natives for their Digital Competencies – What’s the score? Practical Applications of Research
Being familiar with computers and internet does not entail being able to use them in a competent way… living in a digital environment does not reliably imply being digital competent. What are the results when Digital Natives are assessed against Digital Competencies?
We can’t look at our learners as either in or out of a highly technically skilled group based simply on their age. As a learning and development professional, you know how to assess learners skills, knowledge and attitudes – and looking at their age isn’t it.
The mobile learning in the experiment enables these types of interactions for learners: acquire knowledge, store knowledge, share with others and collaborate on collective knowledge, co-create new knowledge with peers.
Mobile learning is something that fascinates most of us and vexes many with its myriad tradeoffs and troubleshooting. You can remove some of the struggles and uncertainties by leveraging recent research into what makes learners commit to using mobile learning.
There’s something unusually satisfying about a book edited by one of us – for us. The topics are the kind of things we’d share with each other if we all worked at the same company or sat in the same office building…..but we don’t have that co-location luxury. This book brings all of us together in the same room (intellectually, at least) to show and teach each other our best tips and tricks.
The process for creating avatars is simple and straight-forward. Navigation controls are found in intuitive places, are clearly labeled with what they do – and behave as expected.
When you step into the convention center (the new half) you see exhibit booths that are at least 2 stories tall, with large flat screen televisions or curved projection screens. You hear the “Blam! Whack! Pop! Hisssssss, Vrmmmm…” of people taking simulators for a whirl. The overall size of the show floor seems to be at least equal to two American football fields – probably more.
Dr. Irene T. Boland, Marketing and Communication Executive at PulseLearning (a global leader in effective training development) is presenting (a very tightly summarized version of) her original research into using Second Life as a platform for learning at I/ITSEC December 1, 2010. For those who are interested in receiving the full text, use the contact … Continue Reading
In Part 1 of this article series, we investigated the special planning that is required for virtual worlds learning, in addition to the usual criteria considered for an eLearning project. In this article, we discuss effective Analysis and Design – as it pertains to virtual worlds.