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My perfect network shapes traffic intelligently. It deprioritizes traffic from less productive sites unless work is complete (Facebook loads faster if you're keeping up, if you're not, it crawls to a halt)
Information Fluency
· Communication
· Information Processing, Reasoning & Synthesis
· Critical Thinking and Analysis
The ability to unconsciously and intuitively interpret information in all forms and formats in order to extract the essential knowledge, authenticate it, and perceive its meaning and significance. (21st Century Fluency Series) This also involves the ability to communicate face to face and digitally.
Solution Fluency
· Problem-solving and Application
· Adaptability
The ability to define a problem, creatively generate solutions, try a solution, review the outcome and modify the plan of action if needed. One must be flexible, willing to alter the chosen path and be open to opposing ideas before working to a solution.
Media Fluency
· Technological Literacy
· Critical Thinking and Analysis
· Graphic Literacy
There are two components of Media Fluency. Firstly, the ability to look analytically at any communication media to interpret the real message, how the chosen media is being used to shape thinking, and evaluate the efficacy of the message. Secondly, to create and publish original digital products, matching the media to the intended message by determining the most appropriate and effective media for that message. (21st Century Fluency Series)
Creativity Fluency
· Creativity
· Innovation
· Artistic Proficiency
This is the process by which artistic proficiency adds meaning through design, art and storytelling. It regards form in addition to function, and the principles of innovative design combined with a quality functioning product.
Creative Fluency extends beyond visual creative skills, to using the imagination to create stories, a practice which is in demand in many facets of today’s economy. It is widely regarded by many successful industries that creative minds come up with creative solutions. (21st Century Fluency Series)
Collaboration Fluency
· Collaboration
· Teamwork
· Global Citizenship/Digital Citizenship
· Self Awareness
Collaboration fluency is team working proficiency that has reached the unconscious ability to work cooperatively with virtual and real partners in an online environment to create original digital products. (21st Century Fluency Series)
Working with others also requires one to be aware of their own role, circumstances and impact of their behaviour. One must practice life-long learning in order to ensure his/her readiness to participate in our changing world. That participation should reflect the principles of leadership, ethics, accountability, fiscal responsibility, environmental awareness, global citizenship and personal responsibility.
A lot of industries (paper publishing and production, equipment, training, etc) revolve around education and many have a vested interest in keeping things the same. Students leave a world of excessive information based stimulation for the information leakage of the 20th century class room, and we wonder why student engagement is an issue...
elearning offers a path away from traditional class structures into 21st Century Fluencies
elearning offers a chance to rethink our 20th Century models of computer and network access and use
elearning is becoming commonplace in post secondary learning, not familiarizing students with it puts them at a disadvantage
elearning offers students an intensive opportunity to begin using computers as productivity tools
elearning itself is still at a very rudimentary stage, but it will improve, usage and technology will drive this
teachers who claim this is nonsense and a waste of time are disadvantaging their students. Their archaic habits drive disengaged students from school
http://www.hwdsb.on.ca/21Cfluencies/
@tk1ng
4. Flexibility: There's always more than one way to win a game. To beat a particularly difficult sequence, gamers try different methods with tireless persistence. They tackle life's problems with the same flexibility. This allows for analytical, strategic, and open-minded thinking.
2. Sociability: Sitting alone at the �console isn't considered alone time - especially when it's spent playing massively multiplayer online games. The more a gamer plays, the more likely they are to identify themselves as sociable.
taken from an online survey
at the end of the second round
of elearning careers courses,
January, 2011
6. Insubordination: Logging thousands of hours in authority-free worlds teaches gamers to live by their own rules. Gen G accepts criticism exclusively from peers. Outsiders don't speak their language anyway.
student response data from our pilot
A class set (they go nicely in one of those old laptop carts) costs about 25x$250=$6250
http://vimeo.com/28088498
* Basic hardware use
* file and directory management
* keyboarding
* familiarity with PRODUCTIVITY software (that means ANY creation software in my books)
* basic network connectivity (network logins, wireless access, users need to know how these things work)
323 desktop PCs at CW
323 x $1800 (estimated cost of MDG desktops) = $581400
With this kind of funding, the goal of having one laptop per student, suddenly becomes alot more realistic.
Why was it ever thought necessary to spend $1800 on a computer when all students need, is a basic, functional laptop?
A more than satisfactory laptop for what a highschool student would require, would cost approximately $400-$500.
1400 students at $400 each = $560,000