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USC

11 Myths of Digital Literacy Myths Debunked

7 votes, average: 4.71 out of 57 votes, average: 4.71 out of 57 votes, average: 4.71 out of 57 votes, average: 4.71 out of 57 votes, average: 4.71 out of 5 (7 votes, average: 4.71 out of 5, rated)
335 views

Designed primarily for educators but relevant for students as well, "11 Digital Literacy Myths, Debunked" provides a definition of "digital literacy." The authors then explore why being digitally literate matters, focusing particularly on common misconceptions.   11 Myths of Digital Literacy Myths Debunked   Keywords: Digital Literacy

Creative Commons

7 Things You Should Know About Creative Commons – EDUCAUSE Learning Initiative (ELI)

6 votes, average: 5.00 out of 56 votes, average: 5.00 out of 56 votes, average: 5.00 out of 56 votes, average: 5.00 out of 56 votes, average: 5.00 out of 5 (6 votes, average: 5.00 out of 5, rated)
431 views

This concise and well-organized document by Educause explains Creative Commons and its relationship to copyright. Creative Commons allows copyright owners to release some of those rights while retaining others, with the goal of increasing access to and sharing of intellectual property. It further discusses who's using it and how; and the implications for teaching and learning.   7 Things You Should Know About Creative Commons   What we do - What is Creative Commons? - Information about how Creative Commons works, its programs, platforms, and partners, as well as information about their expanding Global Affiliate Program Here is a helpful webpage from Harvard which details the Creative Commons.   Keywords: Creative Commons, Digital Footprint/Identity, Digital Literacy

Educause

7 Things You should Know about Gamification - Educause ELI

2 votes, average: 2.00 out of 52 votes, average: 2.00 out of 52 votes, average: 2.00 out of 52 votes, average: 2.00 out of 52 votes, average: 2.00 out of 5 (2 votes, average: 2.00 out of 5, rated)
150 views

An article that describes the ins and outs of Gamification: the application of game elements in non-gaming situations, often to motivate or influence behavior, published by the EDUCAUSE Learning Initiative (ELI) as part of the 7 Things You Should Know Collection.   Educause ELI: 7 Things You Should Know about Gamification   Keywords: Gamification