Unit 2: Foundations

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Unit 2: Foundations 作者: Mind Map: Unit 2: Foundations

1. 2.3 : Universal Design

1.1. the design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design

1.2. Process of Universal Design

1.2.1. Identify the application

1.2.2. Define the universe

1.2.3. Involve consumers

1.2.4. Adopt guidelines or standards

1.2.5. Apply guidelines or standards

1.2.6. Plan for accommodations

1.2.7. Train and support

1.2.8. Evaluate

1.3. Universal Design Principles

1.3.1. Equitable use

1.3.2. Flexibility in Use

1.3.3. Simple and intuitive

1.3.4. Perceptible information

1.3.5. Tolerance for error

1.3.6. Low physical effort

1.3.7. Size and space for approach and use

2. 2.4 : Digital Citizenship and Online Safety

2.1. Digital Citizenship

2.1.1. The digital world and the real world are very similar and the same types of rules and manners apply. We must educate kids on the internet rather than let them just figure it out.

2.1.2. Digital Access

2.1.2.1. It is important to recognize that not everyone in the community has the same access to the internet and to plan accordingly to help provide digital resources to those who need it.

2.1.3. Digital Fluency

2.1.3.1. This refers to how tech-savvy a person or student is. It has been found that the more digital fluent a person is the less likely they are to act with poor ettiqutte online.

2.2. Online Safety

2.2.1. Be careful what you share online there are plenty of people who prey on unsuspecting people that share too much. Do not share personal information, passwords, family information etc

2.2.2. Cyberbullying

2.2.2.1. This refers to harassment or demeaning messages sent online. It can be from someone you know or someone hiding anonymously behind their screen. If someone experiences cyberbulling it is recommended that they eithe ignore it or report it.

3. 2.1: Copyright and the Validity of Digital Information

3.1. Copyright

3.1.1. Protected by 18th Amendment

3.1.2. Gives creators, inventors, and artists exclusive right to their work

3.1.3. In order to use their copyrighted materials you must get their consent

3.1.4. Automatically assigned whenever something is created

3.1.5. Copyright holders rights

3.1.5.1. Rights to use their work

3.1.5.1.1. Copy

3.1.5.1.2. Distribute

3.1.5.1.3. Perform

3.1.5.1.4. Display

3.1.5.2. Demand consent from others who want to use their work

3.1.6. Infringement

3.1.6.1. Emailing a published report

3.1.6.2. Putting a report online

3.1.6.3. Reprinting an article in a news paper

3.1.6.4. Posting a news story

3.1.6.5. Photocopying an article

3.1.7. Things that can be copyrighted

3.1.7.1. Books

3.1.7.2. Online Articles

3.1.7.3. Songs

3.1.7.4. Movies

3.1.7.5. Choreography

3.1.7.6. Artwork

3.1.7.7. Podcasts

3.1.7.8. Software

3.2. Validity of Digital Information

3.2.1. Not all information can be trusted on the internet

3.2.2. Before using research look closer to validate its truthful

3.2.3. How to validate research

3.2.3.1. Who wrote it

3.2.3.2. Why did they write it

3.2.3.3. Where is it posted

3.2.4. Criteria for quality information

3.2.4.1. Relevance

3.2.4.1.1. Does it bring value to what you are searching for?

3.2.4.1.2. Is it recent? (Not outdated)

3.2.4.1.3. Do you trust the Author?

3.2.4.2. Validity

3.2.4.2.1. Is the information Accurate?

3.2.4.2.2. What is the author saying? Do they have a motive?

3.2.4.2.3. Has the author purposely left out any information?

4. 2.2: Theoretical Foundations

4.1. Theoretical Foundations

4.1.1. Behaviorism

4.1.1.1. Everyone responds to stimuli based on past experiences and conditioning

4.1.2. Cognitivist

4.1.2.1. View the learner as an information processor/computer

4.1.3. Constructivism

4.1.3.1. Learners are seen as constructors who piece past information with new information

4.2. Constructivist Models

4.2.1. Project Based Learning

4.2.1.1. Tasks learners with a problem or challenge to complete

4.2.1.2. Benefits

4.2.1.2.1. Students take ownership

4.2.1.2.2. Students learn collaboration and other real-life skills

4.2.1.2.3. Incorporation of entire curriculum

4.2.2. Inquiry Based Learning

4.2.2.1. Learning from posing questions

4.2.2.2. Benefits

4.2.2.2.1. Contrasts traditional stating facts learning

4.2.2.2.2. Develops the Practice of thinking and problem solving