WP3+Knowledge+brokerage+on+digital+skills+and+digital+games

__**WORK FOR WP3:**__


 * __METHODOLOGY DOCUMENTS:__**


 * __Contents page:__**


 * Methodology 1 -**
 * Good scientific principles and practice based on experience from previous projects: **


 * Methodology 2 - Producing evidence: [[file:Methodology_2.doc]]**


 * Methodology 3 - category chart on digital competence questions: [[file:Methodology_3.pdf]]**


 * Methodology 4 - category chart on digital games questions: [[file:Methodology_4.pdf]]**


 * Methodology 5 - Authentic questions on digital competence: [[file:Methodology_5.docx]]**


 * Methodology 6 - Authentic questions on digital games: [[file:Methodology_6.docx]]**


 * Methodology 7 - Elaborated questions on digital competence: [[file:Methodology__7.doc]]**


 * Methodology 8 - Elaborated questions on digital games: [[file:Methodology_8_updated_3.doc]]**


 * Methodology 9 - Search report on digital competence: [[file:Methodology_9.doc]]**


 * Methodology 10 - Included and Excluded articles: [[file:Methodology_10.xlsx]]**

__**EUROPEAN SCHOOLNET - SHORT ANSWERS & POWERPOINT PRESENTATIONS:**__

__**DIGITAL COMPETENCE QUESTIONS - EUN:**__ //Question 1. What is digital competence?//

Short answer:

PowerPoint:

//Question 2. Which elements of digital competence should be acquired at school?//

Short answer:

PowerPoint:

//Question 3. Which pedagogical practices and methods best support learning digital competences?//

Short answer:

PowerPoint:

__**DIGITAL GAMES QUESTIONS - EUN:**__ //2) What evidence is there that digital games can contribute to increasing students’ motivation?//

Short answer:

PowerPoint:

//3) What evidence is there that digital games have a greater impact on student’s motivation and attainment than text books or other traditional methods?//

Short answer:

PowerPoint:

//4) What is the relationship between the use of digital games for learning purposes and student’s achievement?//

Short answer:

PowerPoint:

7) What evidence is there that digital games used for learning can have negative side effects such as violence and/or addiction?
Short answer:

PowerPoint:

__**PATRICK FELICIA (GAMES RESEARCHER & EXTERNAL EXPERT) - LONG ANSWERS ON DIGITAL GAMES:**__

//2) What evidence is there that digital games can contribute to increasing students’ motivation?//

Long answer:

//3) What evidence is there that digital games have a greater impact on student’s motivation and attainment than text books or other traditional methods?//

Long answer:

//4) What is the relationship between the use of digital games for learning purposes and student’s achievement?//

Long answer:

//7) What evidence is there that digital games used for learning can have negative side effects such as violence and/or addiction?//
Long answer:

//Question 1. What is digital competence?//
 * __UNIVERSITY OF HELSINKI - LONG ANSWERS ON DIGITAL COMPETENCES__**

Long answer:

Short answer (draft, not to be uploaded on platform):

//Question 2. Which elements of digital competence should be acquired at school?//

Long answer: [|Which elements_FINAL.docx.doc]

//Question 3. Which pedagogical practices and methods best support learning digital competences?//

Long answer:

Short answer (draft, not to be uploaded on platform):

//4) What should be assessed when assessing digital competences?//

Long answer:

//Question 5. Which areas of digital competence are important for a teacher?//

Long answer:


 * __ELABORATE QUESTIONS:__**
 * Elaborated questions about digital competence: [[file:Questions about digital competence reformulated.docx]]**


 * __AGREEMENTS and NEXT ACTIONS discussed at online meeting on 17 June 2010: [[file:agreements_17_06_10_final.doc]]__**


 * __STRUCTURED AUTHENTIC QUESTIONS:__**


 * Questions about digital competence, structured by the University of Helsinki on 9th of June [[file:questions_about_digital_competences.doc]]**


 * Questions about digital games, structured by the Univesity of Helsinki on 9th of June [[file:Questions_about_digital_games.doc]]**


 * Structure charts for the questions. Constructed by the University of Helsinki on 9th of June**
 * Suggestions for questions by the University of Helsinki on 9th of June [[file:Suggestions_for_questions___finnish_memo.doc]]**

__**COLLECTION OF AUTHENTIC QUESTIONS:**__

__**DGIDC (PORTUGAL): **__

__**CITE (Lithuania) **__

__**INDIRE**__

__**Second feedback **__

__**First feedaback:**__ __**European Schoolnet: **__


 * Tiger Leap Foundation (Estonia)**:[[file:saabunud_kysimused_ENG.doc]]


 * The Norwegian Centre for ICT in Education**: [[file:LINKED_Questions.docx]]


 * University of Helsinki** [[file:Questions from Finland.doc]]

__**English text of email to be translated by each partner and sent to policy makers and teachers at national level by 30 April, asking for authentic questions to be uploaded here in English by 14 May:**__

[|LINKED_email_authentic_questions_FINAL.doc]

__**ERNIST documents/links to help with our thinking on WP3:**__


 * Research papers for Strand 2 of the ERNIST project:




 * ERNIST answers to teachers' questions:

[]


 * Insight Research Brief on the results of the ERNIST project: [][[image:http://www.wikispaces.com/site/embedthumbnail/file/Digital_competence_27.8.2010.docx?h=40&w=200]]