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The skills have been grouped into three main areas: [9] Learning and innovation skills: critical thinking and problem solving, communications and collaboration, creativity and innovation; Digital literacy skills: information literacy, media literacy, Information and communication technologies (ICT) literacy
Williams' taxonomy is a hierarchical arrangement of eight creative thinking skills conceived, developed, and researched by Frank E. Williams, a researcher in educational psychology. [1] The taxonomy forms the basis of a differentiated instruction curriculum model used particularly with gifted students and in gifted education settings.
[56] Through the various digital skills and literacy one gains, one is able to effectively solve social problems that might arise through social platforms. Additionally, digital citizenship has three online dimensions: higher wages, democratic participation, and better communication opportunities that arise from the digital skills acquired. [57]
The CPS method is a more explicit form of cultivating creativity and uses divergent and convergent thinking skills. [15] Students are asked to brainstorm, plan ahead, and find solutions. Instead of changing an entire curriculum to be creative focused, this method is a more obvious way to teach students how to critically approach assignments.
Digital media in education refers to an individual's ability to access, analyze, evaluate, and create media content and communication in various forms. [1] This includes the use of multiple digital software applications, devices, and platforms as tools for learning. The integration of digital media in education has been increased over time ...
As an example of how confusing this had become Singh and Thurman (2019) [1] identified 46 definitions for online learning. The name 'digital learning' has gained popularity as a way to encompasses the aforementioned concepts and others. The scope of Digital learning is wide, including any teaching strategy or resource that involves technology. [2]
Creative Pedagogy generalized the research in the field of creativity (Graham Wallas, Alex Osborn, J.P. Guilford, Sid Parnes, Ellis Paul Torrance, etc.) and put it into the classroom to improve the teaching/learning process. Creative Pedagogy is the result of applying the studies of creative process to the education process itself.
Interactive digital video games are being used at K-12 and higher education institutions. [113] Radio offers a synchronous educational vehicle while streaming audio over the internet with webcasts and podcasts can be asynchronous. Classroom microphones, often wireless, can enable learners and educators to interact more clearly.