3. Professional Values
Identify and participate in Professional Development to effectively
implement planning where ICT is integrated
Select ICT resources appropriate for learning in a range of contexts
and for a diversity of learners
Operate safely, legally, ethically and in accordance with policy when
using digital resources, technologies and online environments
Model these practices with students
7. Professional Knowledge
Understand that ICT can be used to benefit teaching and learning
and is most effective when used in the context of learning and not
as an end in itself
10. Digital Literacy
basic literacy: language proficiency (in English) and numeracy at
levels necessary to function on the job and in society to achieve
one’s goals, and develop one’s knowledge and potential in this
digital age
11. Digital Literacy
scientific literacy: knowledge and understanding of the scientific
concepts and processes required for personal decision-making,
participation in civic and cultural affairs, and economic
productivity
12. Digital Literacy
economic literacy: the ability to identify economic problems,
alternatives, costs, and benefits; analyse the incentives at work in
economic situations; examine the consequences of changes in
economic conditions and public policies; collect and organise
economic evidence; and weigh costs against benefits
13. Digital Literacy
technological literacy: knowledge about what technology is, how it
works, what purposes it can serve, and how it can be used
efficiently and effectively to achieve specific goals
14. Digital Literacy
visual literacy: the ability to interpret, use, appreciate, and create
images and video, using both conventional and 21st century media
in ways that advance thinking, decision-making, communication
and learning
15. Digital Literacy
information literacy: the ability to evaluate information across a
range of media; recognise when information is needed; locate,
synthesise, and use information effectively; and accomplish these
functions using technology, communication networks, and
electronic resources
16. Digital Literacy
multicultural literacy: the ability to understand and appreciate the
similarities and differences in the customs, values, and beliefs of
one's own culture and the cultures of others
17. Digital Literacy
global awareness: the recognition and understanding of
interrelationships among international organisations, nation-
states, public and private economic entities, socio-cultural groups,
and individuals across the globe
20. Digital Pedagogy is a new way of working and learning
with ICT to facilitate quality learning experiences for
21st Century learners. Digital pedagogy moves the focus
from ICT tools and skills to a way of working in a digital
world. Digital pedagogy is more than ICT skills, it is more
than pedagogical practices and more than a knowledge
and understanding of curriculum. It is the convergence
of all of these elements.
22. Digital Pedagogy used effectively supports, enhances,
enables and transforms teaching and learning to
provide rich, diverse and flexible learning opportunities
for students. It provides the basis for engaging students
in actively constructing and applying rich learning in
purposeful and meaningful ways.
23. Digital Pedagogy enhances opportunities for authentic,
contextualised assessment that supports learning in a
digital context. Effective digital pedagogy is based on the
needs of individual students and incorporates contemporary
teaching and learning strategies. It features personalised
approaches, intellectual engagement, rigorous learning,
connectedness to global contexts, supportive and
collaborative classroom environments and connected
curriculum, assessment and reporting to improve outcomes
for students.
29. digital cameras
software packages
web cameras
mobile phones
data loggers
MP3 players/recorders
scanners
email
game boxes
wireless devices
wikis and blogs
Internet
online games
Blackboard sites
digital microscopes
CDs and DVDs
42. augmented reality n. the use of
technology which allows the
perception of the physical world to be
enhanced or modified by computer-
generated stimuli perceived with the
aid of special equipment;
reality as perceived in this way.
43. One Year or Less: Mobile Computing
One Year or Less: Open Content
Two to Three Years: Electronic Books
Two to Three Years: Simple Augmented Reality
Four to Five Years: Gesture-Based Computing
Four to Five Years: Visual Data Analysis
44.
45.
46. Sutherland’s 1965 Vision
Display as a window into a virtual world
Improve image generation until the picture looks real
Computer maintains world model in real time
User directly manipulates virtual objects
Manipulated objects move realistically
Immersion in virtual world via head-mounted display
Virtual world also sounds real, feels real
47. AR is the closest to the real environment because it consists
mostly of real world images, with a minority of the images
being computer-generated. Augmented virtuality is a term for
applications that create a mostly virtual world, but which
includes a few images from the real world. (Milgram, 1994)