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Digital Technology Guidelines. Ministry of Education.

Digital Technologies Guidelines

Key competencies and the DTG

Digital technology is a natural vehicle for supporting the key competencies from the New Zealand Curriculum. The DTG encourages appropriate pedagogy to provide a structure in which these competencies can be supported and developed, as the following examples show:

Managing self

  • Use digital resources to effectively find, analyse, and use information (inquiry process)
  • Meet deadlines and milestones in projects
  • Demonstrate discernment as a consumer of information and acquire skills for determining validity of information
  • Select and apply appropriate planning tools
  • Use safe working practices
  • Recognise the importance of appropriate/ethical use of digital technologies
  • Use an appropriate file management structure
  • Develop appropriate data management strategies across multiple platforms (such as flash drive, web storage, and email systems)
  • Use self-directed problem-solving for software/application issues

Relating to others

  • Work on collaborative projects in and outside the classroom
  • Work as part of a team or with a peer inside the classroom
  • Interact in a variety of contexts
  • Acknowledge and incorporate different viewpoints (client, stakeholder, teacher, others)
  • Be adaptable and open to new ideas, with feedback on outcomes
  • Build evaluation and reflection skills

Participating and contributing

  • Participate in global, local, national projects and competitions
  • Balance roles in teams as part of a collaborative project
  • Provide evaluation and reflection on others’ work
  • Collaborate with a community as part of a project

Using language symbols and texts

  • Use software to design, create, and export language symbols and texts
  • Communicate effectively using a variety of digital technology forms and mediums
  • Manipulate text of all kinds – written, spoken, visual, formal/informal
  • Interpret and transform data
  • Develop and make meaning from codes, language, and symbols
  • Manipulate numbers and images and technologies in a range of contexts
  • Access and process information to inform an outcome

Thinking

  • Use an inquiry process to problem-solve real-life problems
  • Use creativity and innovation to create appropriate outcomes
  • Research and analyse other technologists’ practice or other situations
  • Develop technological knowledge, make decisions, construct own knowledge
  • Become active seekers, users, and creators
  • Develop reflective skills
  • Show discernment
  • Challenge basis of assumptions and perceptions

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