1. Universal Design
1.1. 3 Main Principles
1.1.1. Representation
1.1.1.1. Ex: video, pictures, text, audio, art, language, touch
1.1.2. Engagement
1.1.2.1. Ex: providing choices, interactive games, teamwork, real-life examples, personal goals, community project
1.1.3. Expression
1.1.3.1. Ex: drawing, writing, typing an essay, acting out, poster, speech, assistive technology
1.2. Other important features
1.2.1. Accessibility within the physical classroom
1.2.2. Diversity and Inclusion
1.2.3. Cooperative learning
2. Digital Citizenship & Online Safety
2.1. Digital Citizenship
2.1.1. Definition: the continuously developing norms of appropriate, responsible, and empowered technology use
2.1.2. 9 Elements of Digital Citizenship
2.1.2.1. Digital Access
2.1.2.2. Digital Commerce
2.1.2.3. Digital Communication and Collaboration
2.1.2.4. Digital Etiquette
2.1.2.5. Digital Fluency
2.1.2.6. Digital Health and Welfare
2.1.2.7. Digital Law
2.1.2.8. Digital Rights and Responsibility
2.1.2.9. Digital Security and Privacy
2.1.3. The S3 Framework
2.1.3.1. Safety: protecting yourself and others from danger or risk
2.1.3.2. Savvy: educating yourself and making good judgments
2.1.3.3. Social: creating cooperative and interdependent relationships
2.2. Online Safety
2.2.1. Tips
2.2.1.1. Be aware of spam and phishing scams
2.2.1.2. Practice safe online shopping by limiting information you give out and keeping up with bank statements
2.2.1.3. Always backup all data
2.2.1.4. Protect yourself from viruses and malware using security software
2.2.1.5. Be in a good mood before interacting online
2.2.1.6. Remain anonymous as possible
3. Copyright & the Validity of Digital Information
3.1. Copyright is the exclusive legal rights that are automatically given to the creator of any original piece of material
3.1.1. Copyright applies to anything captured in a fixed format, such as in writing or recording
3.2. Fair Use is a doctrine that allows limited use of copyrighted material without obtaining permission
3.2.1. Fair Use applies in these circumstances: Commentary Parody News reporting Scholarly research Education
3.3. Validity of Digital Content
3.3.1. It is essential to evaluate all information that you find online to make sure it is factual
3.3.1.1. Evaluate using the 4 W's: who, when, why, & where
4. Theoretical Foundations
4.1. Behaviorism
4.1.1. Classical conditioning
4.1.1.1. Learning is a process in which two stimuli are repeatedly paired; a response elicited by the first stimulus is eventually elicited by the second stimulus alone
4.1.1.1.1. Ex: Pavlov's Dogs
4.1.2. Operant conditioning
4.1.2.1. A certain behavior is either increased or decreased due to reinforcement or punishment
4.1.2.1.1. Positive reinforcement, negative reinforcement, positive punishment, negative punishment
4.1.3. Observational learning
4.1.3.1. Social learning theory: learning occurs through observing and imitating others
4.1.3.1.1. Ex: Bandura's BoBo doll experiment
4.2. Cognitivism
4.2.1. Influences
4.2.1.1. Wolfgang Kohler, Norbert Weiner, Edward Tolman, George Miller
4.2.2. Types of Knowledge
4.2.2.1. Declarative: facts, data, concepts, principles
4.2.2.2. Strategic: how to perform a task or action
4.2.2.3. Procedural: how to apply knowledge or experiences to new situations
4.2.2.4. Metacognitive: awareness of the self and how one learns
4.2.3. Bloom's Taxonomy
4.2.3.1. remember->understand->apply->analyze->evaluate->create
4.3. Constructivism
4.3.1. Lev Vygotsky
4.3.1.1. Social Constructivist theory: cognitive functions are the products of social interactions
4.3.1.2. Zone of Proximal Development: the difference between what a learner can do without help and what they cannot do on their own
4.3.2. Jean Piaget
4.3.2.1. Cognitive Constructivism: humans create knowledge through the interaction between their experiences and ideas
4.3.3. John Dewey
4.3.3.1. Students learn best in a social environment and schools should represent this
4.3.4. Jerome Bruner
4.3.4.1. Emphasized the role of the teacher, language, and instruction; learners construct their own knowledge using a coding system
4.3.5. Radical constructivism
4.3.5.1. The idea that standardized curriculum and testing should be eliminated; customized curricula based on students prior knowledge; assessment is part of the learning process
4.4. Discovery Learning
4.4.1. Principles
4.4.1.1. Problem solving
4.4.1.2. Learner Management
4.4.1.3. Integrating and connecting
4.4.1.4. Information analysis and interpretation
4.4.1.5. Failure and feedback
4.5. Project-based learning
4.5.1. Working on a project to gain mastery of a concept; the project becomes the main executor of the curriculum
4.5.2. Benefits of PBL
4.5.2.1. Students take ownership of their learning
4.5.2.2. Students learn collaboration and other real life skills
4.5.2.3. It incorporates the entire curriculum