Digital literacy across the curriculum

Digital Literacy across the Curriculum (pdf), from FutureLab, UK, is a 63-page handbook aimed at educational practitioners and school leaders in both primary and secondary schools who are interested in creative and critical uses of technology in the classroom. The handbook is supported by case studies (pdf) of digital literacy in practice and video case studies.

The handbook aims to introduce educational practitioners to the concepts and contexts of digital literacy and to support them in developing their own practice aimed at fostering the components of digital literacy in classroom subject teaching and in real school settings.

Developing digital literacy is important  because it supports young people to be confident and competent in their use of technology in a way that will enable them to develop their subject knowledge by encouraging their curiosity, supporting their creativity, giving them a critical framing for their emerging understandings and allowing them to make discerning use of the increasing number of digital resources available to them. p.10

Developing digital literacy in the classroom can allow students to apply their existing knowledge of creating with digital technology to learning in school and in the process be supported to think more critically and creatively about what it is they are doing. p.24

Fostering creativity in the classroom involves applying elements of creativity to subject knowledge. This can be done in all subjects across the school curriculum. p.25

This is an outstanding document that can be used as an information primer for helping schools develop a whole-school approach – particularly relevant in the current 1:1 laptop scenario in Australia.

The future of digital diversity

Think digital – it’s  a ‘doing’ technology.  Trends from PewInternet Research Centre indicate that teens are digital denizens.

While the research is not Australia, it points the way to the behaviours or our own teens, and signals a need for some major shifts in thinking about learning and teaching contexts.   The interactivity of the web allows students to move very quickly from one application to another – remixing, remaking and montaging ‘content’.  Learning is promoted most effectively when students are making, creating, building, simulating, hypothesizing – all desirable higher-order thinking activities.

So, give these figures some thought!

Understanding games education – an open (re)source

ETC Press is a publishing imprint with a twist, being interested in the participatory future of content creation across multiple media.

Great credibility and open source  adds up to a great way to transform learning!

ETC Press  is an academic, open source, multimedia, publishing imprint affiliated with the Entertainment Technology Center (ETC) at Carnegie Mellon University (CMU) and in partnership with Lulu.comETC Press has an affiliation with the Institute for the Future of the Book and MediaCommons, sharing in the exploration of the evolution of discourse.

ETC Press also has an agreement with the Association for Computing Machinery (ACM) to place ETC Press publications in the ACM Digital Portal, and another with Feedbooks to place ETC Press texts in their e-reading platform. Also, ETC Press publications will be in the ThoughtMesh.

ETC Press publications focus on issues revolving around entertainment technologies as they are applied across a variety of fields.

Thanks to a tweet from @lernys I’ve now happily downloaded a copy of Ludoliteracy: Defining, Understanding, and Supporting Games Education, by José P. Zagal.

[cover thumbnail]This is free and looks like a very worthwhile read. Grab yourself a copy.

Book Description:

It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex.

This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and problems faced by students taking games-related classes. In response to these challenges, this book then describes how online learning environments can be used to support learning about games by helping students get more from their experiences with games, and helping students use what they know to establish deeper understanding.

Based on the findings from a series of research studies, Ludoliteracy examines the broader implications for supporting games education.

Check out more Current Titles on games, media, design, communications and social networks.