MOSEP foundation module/session 3

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Mosep logo small.jpg More self-esteem with my e-portfolio: Foundation Module
Discovering the power of e-portfolio
 



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Objectives
  • identify the contribution of the digital technology in the construction of one's identity
  • plan support to young learners in the construction of their digital identity
  • design a strategy that would ensure the privacy and safety of your learners




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Outcomes

  • description on the positive and negative impact of digital technology in the construction of one's identity
  • this could take the form of a personal reflection, the transcript or the recording of a discussion with peers and/or students, a short review of an article on digital identity



Introduction

A growing number of youngsters are using social software to socialise, share information about themselves, what they like, dislike, their favourite music groups, photos or internet site or engage into various activities (chat, games, etc.).

What do they do on social networking sites?

A social networking site is an online place where a user can create a profile and build a personal network that connects him or her to other users. In the past five years, such sites have rocketed from a niche activity into a phenomenon that engages tens of millions of internet users. More than half (55%) of all online American youths ages 12-17 use online social networking sites, according to a new national survey of teenagers conducted by the Pew Internet & American Life Project. The survey also finds that older teens, particularly girls, are more likely to use these sites. For girls, social networking sites are primarily places to reinforce pre-existing friendships; for boys, the networks also provide opportunities for flirting and making new friends (see Pew Internet Report Jan 2007)

Especially with young learners with a weak media competence the role of privacy protection is important.

Digital technology in the construction of one's identity

Definition of Social Software

A growing number of youngsters are using social software to socialise, share information about themselves, what they like, dislike, their favourite music groups, photos or internet site or engage into various activities (chat, games, etc.).

The WikiPedia définition of social software and also do a google search to explore the breadth of "social software".

Digital Identity

The WikiPedia définition of digital identity and also do a SYMBOL'%22digital+identity%22&ie'EQUALS SYMBOL'UTF-8&oe'EQUALS SYMBOL'UTF-8 google search

PL Resources: Digital Identity example

examples of good practice in the use of digital technology in the construction of one's indentity

This could take the form of:

  • transcript of a dialogue with a student
  • observation by a colleague or a peer
  • examples of things produced by learners (in 43 things, MySpace, etc.)

Youngster reflection on technology and identity This could take the form of:

  • recording of a discussion with a youngster
  • personnal narrative

Examples of documents / profile information private/restricted/public This could take the form of:

  • a narrative describing which information is private/restricted/public, why and how.
  • the machine is using us [[1]]



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Web Resources

This podcast runs approximately 40 minutes and is entitled "On the Cutting Edge with Social Software in the Learning Process [SYMBOL't&ct'EQUALS SYMBOL'res&cd'EQUALS SYMBOL'6&url'EQUALS SYMBOL'http%3A%2F%2Fconnect.educause.edu%2Fblog%2Fgbayne%2Fpodcast_2007_western_regional_conference_on_the_cutting_edge_with_social_software_in_the_learning_process%2F29495&ei'EQUALS SYMBOL'HT9kRoO6NZDknAPqk-GFCg&usg'EQUALS SYMBOL'AFQjCNFqGtQ75_PfsoJx3X7ZKTbbidF8yQ&sig2'EQUALS SYMBOL'wcUZ7x7ZLOfa7QKv1NOMAw here]





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Activity
Identify the range of online and social software used by youngsters
  • outcome a commented list of 3 to 5 social software: name, URL, number of users, short description of the possible activities
  • duration 1 hour to 1,5 hour
  • conditions can be performed alone with a group of peers or pupils





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Activity
At this stage, what we would like you to do is simply to identify a series of online applications (3 to 5) through which youngters publish and share information (personal web pages, blogs, games) and engage in social activities.

In order to achieve this activity, you could:

  • interview your pupils or other youngsters -- what online software do they use? [difficult in a seminar setting!]
  • write a short reflection after reading an article on social software





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Activity
describe how young people are using technology in the construction of their identity
  • outcome a reflection or comment, personal or from a group, on the notion of digital identity and the need for privacy enforcement
  • duration 1 hour to 1,5 hour
  • conditions can be performed alone with a group of peers or pupils



When youngsters blog or publish online, they contribute to the creation of a representation of themselves. What will happen to this information in 10 years time and how will it affect the life of the now grown up adult?



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Activity
At this stage, what we would like you to do is simply an initial exploration of the notion of 'digital identity' and its potential impact on the educational and social growth of adolescents.

In order to achieve this activity, you could:

  • organise a collective navigation and discussion (which could be recorded and edited later)
  • observe a youngster working with an online application to socialise with peers
  • write a reflection triggered by an article on digital identity



Privacy protection

The WikiPedia définition of privacy and also do a google search

There are books you can find on Amazon, but a lot of them are highly technical and with no direct relation to the 'construction' of an identity through learning.

A relevant bibliography should include:

  • Sherry Turkle (2004) The Second Self: Computers and the Human Spirit -- Twentieth Anniversary Edition (first edition 1984)
  • Sherry Turkle (1995) Life on the Screen: Identity in the Age of the Internet -- New York: Simon & Schuster.
  • Etienne Wenger (2002) Cultivating Communities of Practice: A Guide to Managing Knowledge
  • Anthony Giddens (1991) Modernity and self-identity
  • Howard Rheingold (2002) Smart Mobs: The Next Social Revolution Howard Rheingold

Why young learners might need ePortfolios

Look at benefits of ePortfolio and advantages of ePortfolio



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Assignment

  • Think about different user groups. Are some approaches to using ePortfolios more appropriate to particular user groups than others?
  • What would be the issues that you would need to address if you were to in introducing an ePortfolio for your learners or institution?
  • List these on a flip chart or in a wiki.