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Technological literacy (Technology Literacy) is the ability to use, manage, understand, and assess technology. [1] Technological literacy is related to digital literacy in that when an individual is proficient in using computers and other digital devices to access the Internet, digital literacy gives them the ability to use the Internet to discover, review, evaluate, create, and use ...
The term of "curriculum hybridization" has been coined by early childhood researchers to describe the fusion of diverse curricular discourses [14] or approaches. [17] The ecological model of curriculum hybridization can be used to explain the cultural conflicts and fusion that may happen in developing or adapting curricula for pre-school. [16]
Coding is also becoming part of the early learning curriculum and preschool-aged children can benefit from experiences that teach coding skills even in a screen-free way. There are activities and games that teach hands-on coding skills that prepare students for the coding concepts they will encounter and use in the future. [ 175 ]
The International Primary Curriculum (IPC) is an independent programme of education for learners aged 5 to 11, cited by The SAGE Handbook of Research in International Education in 2015 as one of the three major international systems of education [1] and one of two identified programmes specifically designed with international education objectives. [2]
Individuals within societies that lack economic resources to build ICT infrastructure do not have adequate digital literacy, which means that their digital skills are limited. [39] The divide can be explained by Max Weber 's social stratification theory , which focuses on access to production, rather than ownership of the capital. [ 40 ]
The skills themselves are alluded to in St. Augustine's Confessions: Latin: ...legere et scribere et numerare discitur 'learning to read, and write, and do arithmetic'. [3]
In the United Kingdom, a number of prominent video game developers emerged in the late 1970s and early 1980s. [12] The ZX Spectrum, released in 1982, helped to popularize home computing, coding, and gaming in Britain and Europe. [13] [14] [15] The BBC Computer Literacy Project, using the BBC Micro computer, ran from 1980 to 1989. This ...
Software developed included: panFora: an online discussion environment for the development of critical thinking skills; CourseWork: an online, rationale-based, problem set design and administration environment; E-Folio: ubiquitous, web-based, portable electronic knowledge databases that are private, personalized and sharable; Helix: web-based ...