Greg Kehring EDT 652 Module 4. The ability to solve real world problems creatively and effectively. This skill entails the use of the “4-D” problem solving.

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Presentation transcript:

Greg Kehring EDT 652 Module 4

The ability to solve real world problems creatively and effectively. This skill entails the use of the “4-D” problem solving model. “Define the problem” “Design a solution” “Do the work” “Debrief the effectiveness of the work done” An example of solution fluency is an employee who is asked to take over a major, international project. The employee is able to define the problem, plan a plausible solution, execute the plan, and reflect upon his or her effectiveness.

This is the ability to access and evaluate information using digital devices. An example of information fluency is a student who can find and evaluate information using the internet. After the student has found the information, he or she can evaluate reliability, relevance, and can detect biases. The student does not believe the information to be true just because he or she found it on Wikipedia or from the results of a Google search. The student is able to find multiple resources to verify information.

This is the ability to work with others in a digital setting in order to create a digital product. I think this skill also needs to include the traditional skill of working with others in non-digital settings as well. A great example of this is when students in my class are able to have literature discussions with students in other classes using a wiki. The students never meet face to face, but are able to engage in meaningful conversations about a common text.

This is the ability to combine aesthetic design with functionality. This includes text, image, audio, and video. An example of this is a student who creates a digital story that has a balance of text, images, and audio. The images and audio add to, and don’t detract from, the content of the story. Images are used to create emphasis, and music is used to create mood.

This is the ability to analyze and interpret the message in various forms of media communication. This skill also includes the ability to create digital products and to be able to choose appropriate and effective media in order to create them. An example of this is a student who is given an research assignment. The student chooses to create a glogster poster to show the knowledge that he or she has gained.

These are the skills required to be a responsible digital citizenship. This includes how you portray yourself in the digital world, and to be responsible in knowing that others may not be honest in how they portray themselves. An example of how kids can learn digital citizenship at a young age is Disney’s Club Penguin. This virtual world allows children to associate with other virtual “penguins” in a safer online environment. This could be used as a great opportunity to teach kids how to be responsible digital citizens.

Crockett, Lee, & Jukes, Ian, & McCain, Ted. (2010). Understanding the Digital Generation Teaching and Learning in the new Digital Landscape. Canada: 21 st Century Fluency Project.