Een digitaal netwerk is van strategisch belang voor mens, organisatie en regio. Hoe kunnen we social media en andere vormen van digitale netwerken nu functioneel doordacht, efficiënt en effectief inzetten? Hebben we voldoende media wijsheid in pacht? Zijn we voldoende ‘digital media literate’? Aandacht voor en het ontwikkelen van digital media literacy wordt in het Horizon Report 2011 van EDUCAUSE “de belangrijkste kritieke uitdaging” voor de komende jaren genoemd. Het rapport spreekt van “een key skill voor elke discipline en professie“. Demografische ontwikkelingen als vergrijzing en ontgroening hebben gevolgen voor de arbeidsmarkt. De oplossing kan worden gezocht in employability van de beroepsbevolking: van baan- naar werkgarantie. Aangezien digital media literacy een key skill voor elke discipline en professie is en dat digitaal netwerken van strategisch belang is, is het bevorderen van digital media literacy een belangrijke randvoorwaarde voor het realiseren van employability. Deskundigheid moet door HR-diensten in kaart worden gebracht. HR-diensten kunnen met Strategisch HRM (SHRM) employability bevorderen. In het essay neem ik de lezer, met digital media literacy in zijn of haar koffertje, mee via de demografische problematiek in de regio (Limburg, Euregio) naar Zuyd (daar waar ik zelf werk).
DOCUMENT
PurposeThe purpose of this paper is to emphasise the importance for libraries to address the issue of media literacy in the internet age. The library must claim its key expert role in the field of literacy. The library can function as a platform and playground for consuming and producing media content.Design/methodology/approachResearch has been carried out on theory, policy and practice in the field of media literacy. The paper provides an overview of ideas on new skills and competences that should be taught to make people media‐literate.FindingsThe paper shows that attention on the issue of media literacy is increasing. Academics and political institutions alike stress the importance of media literacy for participation in society and full citizenship. Libraries must claim their expert position in this field as various organisations outside the library have initiated projects and products on media literacy in recent years.Practical implicationsLibrary management should develop policies on media literacy and personnel should be trained in essential media literacy skills. Collaboration and knowledge sharing in media literacy between libraries and other organisations are essential.Originality/valueThe paper provides a brief overview of theory and policy on media literacy.
DOCUMENT
How do we promote media literacy? How do we combat disinformation in an icnreasingly challenging environment? Join the second episode in our podcast series part of the Jean Monnet Chair EU-ACT DIGITAL, an initiative spotlighting EU digital policy. In the second episode, Patricia van Rijswijk and Julia Conemans from Beeld & Geluid (Sound & Vision) talk about media literacy, digital resilience, and the activities of Beeld & Geluid on media and disinformation while being interviewed by European Impact’s Theo Zijderveld and European Impact's Mihai Postelnicu from The Hague University of Applied Sciences. Visit https://eu-act.digital/ to find out more about the Jean Monnet Chair EU-ACT DIGITAL.
MULTIFILE
Craft your own audience: How can a technology-driven company use online gaming communities, like Minecraft, to reach and engage a young audience? This project creates a context in which reality is simulated, by having students work together for a real client in an international context. In this project we explore innovative ways in which Samsung can engage younger audiences through Minecraft, the world's best-selling game with almost 140 million monthly players (2023). This project is focused on on educating, researching and developing playable prototypes within Minecraft that demonstrate how online gaming communities can be used to connect technology companies with a new generation of users. Societal issueInclusion of different ages around technology literacy and education (21st century skills).Benefit to societyGlobal inclusive community around education and R&D, higher cultural awareness.Collaborative partnersManchester Metropolitan University; Samsung Benelux.
The growing use of digital media has led to a society with plenty of new opportunities for knowledge exchange, communication and entertainment, but also less desirable effects like fake news or cybercrime. Several studies, however, have shown that children are less digital literate than expected. Digital literacy has consequently become a key part within the new national educational policy plans titled Curriculum.nu and the Dutch research and policy agendas. This research project is focused on the role the game sector can play in the development of digital literacy skills of children. In concrete, we want to understand the value of the use of digital literacy related educational games in the context of primary education. Taking into consideration that the childhood process of learning takes place through playing, several studies claim that the introduction of the use of technology at a young age should be done through play. Digital games seem a good fit but are themselves also part of digital media we want young people to be literate about. Furthermore, it needs to be taken into account that digital literacy of teachers can be limited as well. The interactive, structured nature of digital games offers potential here as they are less dependent on the support and guidance of an adult, but at the same time this puts even more emphasis on sensible game design to ensure the desired outcome. The question is, then, if and how digital games are best designed to foster the development of digital literacy skills. By harnessing the potential of educational games, a consortium of knowledge and practice partners aim to show how creating theoretical and practical insights about digital literacy and game design can aid the serious games industry to contribute to the societal challenges concerning contemporary literacy demands.
IGNITION (European Digital Literacy Coalition for Inclusion, Collaboration and Inclusion in Higher Education) is an Erasmus funded Cooperation Partnership and its main goal is to enhance digital literacy and inclusion for teachers, faculty staff, students and life-long learners in external organizations that partners collaborate with. IGNITION aims to increase awareness of and competence development in digital literacy of all people involved in digital transformation of higher education institutions through the project’s outcomes: A Common Digital Agenda that gives direction to our activitiesan Online Self-assessment tool to learn from and with each other; the Digital Challenge Innovation Learning Lab (DChiLL),the transnational Community of Practice for Digital Literacy and Inclusion (CoP), and the Toolkit for engaging with external stakeholders through digital mediaPartners are Hanze University of Applied Sciences (The Netherlands), South East Technological University (Ireland), Hochschule Bremen (Germany), Polytechnic Institute of Braganza (Portugal).