Formatering
Morten Søby
Introduction by Minister of Education and Research Øystein Djupedal
Digital Literacy and Digital Literacies:
- Policy, Pedagogy and Research Considerations for Education
Colin Lankshear and Michele Knobel
Abstract:
«Digital literacy» is increasingly being identified as a formal educational goal. While mainstream definitions vary in detail, the scope and meaning of digital literacy are rarely seen as problematic. This paper argues that typical mainstream accounts of digital literacy are seriously flawed. Rather than conceiving digital literacy as some unitary phenomenon it is better to think in terms of diverse digital literacies. The paper concludes by identifying some implications of this argument for educational policy, pedagogy and research.
Keywords: digital literacy · literacies · sociocultural · social practice · blogs · fanfiction
Elevtekster i digitale læringsomgivelser
Ture Schwebs
Abstract:
The article presents findings from the testing of eLogg, a primary and secondary school learning environment based on the principles of weblogs and wikis. Most students demonstrated extended digital literacy proficiency, producing collaborative, hypertextual and multimodal writings. The texts were compared to texts written within a traditional learning management system. The LMS does not encourage open and collaborative texts, while eLogg made the texts more «visible» by letting the students write for a real audience.
Keywords: digital literacy · virtual learning environments · e-learning · e-blogs · collaborative writing · -personal publishing
Seks turer i fortellingenes skoger - Om innovative utviklingsprosesser og kunnskapsmøter
Torun G. Ekeland, Britt Kramvig
Abstract:
The article displays the different routes and fields of knowledge that get into motion in a research- and development project. The background for the discussion is the experience that can be drawn from the process of creating a research-based education multiplayer game; Siida (www.siida.net). It’s argued that the process can be seen as a knowing encounter where it become highly significant to take into account that boundary object is constructed in dialog between actors in networks. This question the importance of designing projects in ways that makes it possible for the innovations process to run. The discussion draws upon literature about learning and scientific studies.
Keywords:boundary object · researchdesign · knowing encounters · learning · game design
Digital kompetanse som literacy? - Refleksjoner over ungdomsskolelevers multimodale tekster
Carl F. Dons
Abstract:
In this Article I will discus some problems connected to digital competence as literacy. Dealing with experiences from a case study in secondary school, I want to focus on the complexity of using the concept digital competence in the knowledge society. Media convergence, multimodality and literacy are keywords for such complexity. I will argue for the necessity that if we should develop students digital competence in schools, we must include their experiences from media convergence, focusing on their multimodal texts and multi literacies.
Keywords: Learning · digital competence · literacy · media convergence
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