Unit 2: Foundations of Technology + Learning

Unit 2: Foundations of Technology Learning

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Unit 2: Foundations of Technology + Learning by Mind Map: Unit 2: Foundations of Technology + Learning

1. Universal Design

1.1. What is Universal Design?

1.1.1. Universal Design means something is made and designed to be used by all people. That means things such as products, architecture, environments are to be usable by all people with little to no need to adapt or specialize the original design. 7 Principles of Universal Design 1. Equitable use 2. Flexibility in use 3. Simple and intuitive use 4. Perceptible information 5. Tolerance for error 6. Low physical effort 7. Size and space for approach and use

1.2. What is Universal Design Learning?

1.2.1. Universal Design Learning is an educational framework that is made to be inclusive to all learners. It guides the development of flexible learning environments and spaces to meet the diverse needs of all learners. The framework for UDL Means of Representation Means of Expression Means of Engagement Equitable Use Perceptible Information

2. Digital Citizenship

2.1. What is Digital Citizenship?

2.1.1. Digital citizenship is the continuously development of skills and knowledge about appropriate, responsible, and empowered technology use via the internet and other digital technology

2.2. 7 Most Important Elements of Digital Citizenship

2.2.1. 3 Guiding Principles Safety - Protect yourself and others from danger, risk and injury Savvy - Educate yourself and others on best judgment Social - Respect yourself and others by creating healthy, cooperative and interconnected relationships

2.2.2. Digital Communication and Collaboration We need to learn how to connect and communicate with other people and communities. We need to understand the proper language to use and how to share our thoughts in a safe, savvy, and social way. Digital technology can help us find our own voices and express our beliefs and lead us to new communities and friends.

2.2.3. Digital Fluency It is important to constantly educate ourselves on the technology around us and how to properly use it, becoming digitally fluent and literate. The more we understand how to use technology the better our judgment will be (i.e discerning good from bad) and in turn it will better our decisions we make online.

2.2.4. Digital Etiquette Like dining etiquette there are standards of conduct in place out of respect for the individuals around you and those who you interact with. The same concept applies when interacting with others online. It is important to become aware of others around you and how you may affect them with your words and/or beliefs. Always respect the people around you and the work they put out into the digital world.

2.2.5. Digital Law Digital law consists of rules and policies put in place to address legal issues online. The purpose of these laws are to protect all of us who use digital devices everyday. For example, some laws include copyright infringement, Plagiarism, illegal downloads, piracy and more. It is important to know these laws in order to protect yourself and others online.

2.2.6. Digital Health and Welfare This focuses on ensuring the physical and psychological well-being of yourself and those around you online. We need to know how and when to use technology --> when it's for enjoyment or when we are using it to "harm" ourselves or others and we may not even realize it. It is important to track regulate your screen time because sometimes you can have too much technology and it takes a toll on your physical and mental well-being. Social media especially has such a large impact on users self-image, values and beliefs. It is important to discern good from bad not other people influence your beliefs and self-worth.

2.2.7. Digital Security and Privacy Digital security and privacy are precautionary measures put in place to ensure the safety of all users. Some examples include: protecting us from cyber threats such as viruses and worms that can be passed along from one system to another as well as hackers trying to steal our personal information. It is important to be aware of all threats to digital security and privacy, how they happen and how to prevent them.

3. Copyright + Plagiarism

3.1. What is Copyright?

3.1.1. Copyright is an intellectual property law which protects the rights to the original owner’s work. It means that only the person or entity with legal rights to the intellectual property can copy or display the work in multitude or authorize those want to use their work. What CAN you Copyright? Movies, poetry, novels, songs, architecture, photos, artwork and software. What can you NOT Copyright? Facts, ideas, systems, data, or methods of operation. What is Fair Use? In copyright law, small excerpts from intellectual property under copyright can be quoted word for word without the permission or need to pay the copyright owner May Include: Commentary, Parody, Education, News Reporting, and Research.

3.2. What is Plagiarism?

3.2.1. Plagiarism is when an individual directly uses another person's words, thoughts, ideas, or expressions as if it were their own. What are some ways plagiarism can happen? Someone lending selling or disposing of the copyrighter's intellectual property. Attribution: People think just citing their source is sufficient and do not need permission from copyright holder. But, attribution is not a substitute for permission from the owner of the copyright.

4. Theoretical Foundations & Constructivism Models

4.1. What are Theoretical Foundations?

4.1.1. Foundations from which knowledge is constructed. 3 Types of Theoretical Foundations Behaviorism Cognitive Perspectives Constructivism

4.2. Constructivism Models

4.2.1. Inquiry-based learning An approach to learning in which students are encouraged to explore the material, ask questions, and share ideas. What does inquiry-based learning require for students? What skills will students leave with?

4.2.2. Case-based learning An approach to learning in which students apply their knowledge to real-world scenarios (usually as a group). What does case-based learning require for students? What skills will students leave with?