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The European Commission’s
science and knowledge service
Joint Research Centre
DigComp: the European
framework helping young
people to gain digital
competence
Stockholm Sept 8 2017
Dr. Riina Vuorikari
DG JRC – Directorate Innovation and Growth
Unit B4 Human Capital and Employment
Focus on the priorities of the
European Commission:
creating research evidence
to support policy-making
Policy neutral and
Independent:
no private, commercial
or national interests
The Joint Research Centre (JRC)
Directorate
Growth &
Innovation
Seville
Who am I?
 Riina Vuorikari, from Finland - but I now work in Seville, Spain!
 Research fellow in the JRC since 2013
 2013-2000 in European Schoolnet
as Senior Research Analyst and
Project Manager
 Background: Teacher education in Finland,
Hypemedia studies in Paris,
Doctoral in 2009
 Slideshare: https://www.slideshare.net/vuorikari
 Twitter: https://twitter.com/vuorikari
 https://ec.europa.eu/jrc/en/person/riina-vuorikari
Outline:
1. Part: Digital competence – what do we
mean?
2. Part: What do we know about digital
competence acquisition before school?
3. Part: Land ahoy, the way ahead looks
good!
1. Context
The Treaties of Rome paved the way
for a Union of peace, solidarity and
democracy
6
Communication: School development and excellent teaching for a
great start in life
7
Digital Competence is one of the 8 key
competences
Digital Competence is a transversal key
competence enabling us to acquire
other key competences
Image source
What does it mean to be digitally competent?
KNOWLEDGE
SKILLSATTITUDES
COMPETENCE
Digital competence ≠ use of ICT tools
Digital competence involves the
confident and critical use of ICT
for employment, learning, self-
development and participation in
society (EC, 2006).
Conceptual
mapping
Case studies
analysis
Experts’
workshop
Online
Consultation
First proposal
Stakeholders’ Consultation
Validated proposal
69 references 100+ (15 in-depth) 95 experts 17 + 9 EC
40 consultants
Multi-method approach since 2010…
12
1) Information and data literacy: To articulate information needs, to locate and retrieve digital data,
information and content. To judge the relevance of the source and its content. To store, manage, and
organise digital data, information and content.
2) Communication and collaboration: To interact, communicate and collaborate through digital
technologies while being aware of cultural and generational diversity. To participate in society through
public and private digital services and participatory citizenship. To manage one’s digital identity and
reputation.
3) Digital content creation: To create and edit digital content. To improve and integrate information and
content into an existing body of knowledge while understanding how copyright and licences are to be
applied. To know how to give understandable instructions for a computer system.
4) Safety: To protect devices, content, personal data and privacy in digital environments. To protect
physical and psychological health, and to be aware of digital technologies for social well-being and social
inclusion. To be aware of the environmental impact of digital technologies and their use.
5) Problem solving: To identify needs and problems, and to resolve conceptual problems and problem
situations in digital environments. To use digital tools to innovate processes and products. To keep up-to-
date with the digital evolution.
Cross–cutting
Inter-relatedareas
Competence areas Competences
1. Information and data
literacy
1.1 Browsing, searching and filtering data, information and digital content
1.2 Evaluating data, information and digital content
1.3 Managing data, information and digital content
2. Communication and
collaboration
2.1 Interacting through digital technologies
2.2 Sharing through digital technologies
2.3 Engaging in citizenship through digital technologies
2.4 Collaborating through digital technologies
2.5 Netiquette
2.6 Managing digital identity
3. Digital content creation 3.1 Developing digital content
3.2 Integrating and re-elaborating digital content
3.3 Copyright and licences
3.4 Programming
4. Safety 4.1 Protecting devices
4.2 Protecting personal data and privacy
4.3 Protecting health and well-being
4.4 Protecting the environment
5. Problem solving 5.1 Solving technical problems
5.2 Identifying needs and technological responses
5.3 Creatively using digital technologies
5.4 Identifying digital competence gaps
"To plan and develop a
sequence of understandable
instructions for a computing
system to solve a given
problem or perform a
specific task”
Digital competence (DigComp) is a
wider concept than “digital literacy”
15
At basic level and with guidance, I can
- Identify my information needs
- Find data, information,…through
simple search in digital environment
- …
Example of use: With help from an
employment adviser
I can identify, from a list, those job portals
which can help me look for a job.
I can also find these job portals in my
smartphone's app store, and access and
navigate between them.
Example of use: By myself
I can use well-defined keywords to find
jobs portals in my smartphone's app
store, and explain to the employment
adviser how I access and navigate
between them.
Example of use: I can also show a friend
how to find apps on his smartphone,
using different keywords and evaluation
criteria to select those that fit her job
profile.
I can explain to her how to access and
navigate between these apps to find
appropriate job vacancies.
Example of use:
I can create new apps for
browsing, searching and filtering
job portals and offers, according
to job seekers' needs.
Assessment tool and piloting
 Make available a reliable and valid instrument to assess
citizen's digital competence (end of 2018)
 JRC to create a battery of items (now):
dependent variable: digital competence, its five competence areas and
21 competences
a combination of self-assessment and knowledge-based tests
42 items (2 per competence), and it will be multiple choice with 3 options
 PILOT: a sample of between 200 and 500 individuals with no o
low level of digital competence in three Member States
Psychometric properties will be then estimated following the Classical Test Theory
208 September 2017
Summarising Part 1:
 DigComp: Identifies and describes key components of
Digital Competence in terms of knowledge, skills and
attitudes
 Why: provides a common European understanding and
guidelines
 Supports EC and MS in implementing EU and
national policies, curriculum and training syllabi makers,
teachers, …
K
228 September 2017
Part 2: What do we know about
digital competence
acquisition before school?
8 September 201723
Dailymail, 29 January 2014
'The day I realised
my toddler was
addicted to the iPad':
Three-year-old William
tugged at the duvet
and woke his father
demanding the tablet...
at 4am
Children use digital technology
younger and younger
24
Studies by age of child studied
Number of studies conducted by age of child studied. See
EU Kids Online’s searchable European Evidence Database
(www.eukidsonline.net)
 Most research is
conducted with
teenagers
 Most is
quantitative
rather than
qualitative
 Most is on
access, then
risks; least is on
parenting
 Most is single-
country rather
than cross-
nationalSee EU Kids Online Zero to Eight reporthttp://eprints.lse.ac.uk/52 630/
1. What children can do
with a tablet ?
2. …how parents manage and
mediate their use?
3. …what are the potential
benefits and risks?
Research Questions
Second study with 21
countries coming
out by the end of
the year!
27
Contact:
stephane.chaudron@
ec.europa.eu
http://ec.europa.eu/jrc
Research in action
Pictures - Veronica Donoso
29
She independently uses
her mother’s Facebook
account in order to communicate
with some relatives (girl 7y)
Even though she doesn’t have
a FB account yet, she uses her
mom’s account to communicate
with her when she is working
abroad (girl 7y)
She performs basic searches on
the computer using Google, but
she is not always successful
(as she does not know to write,
she has the keywords written by
her brother on a piece of
paper).(girl 6y)
She can and loves to take photos
and she often shares them publicly
on her mother’s Facebook account
(girl 6y)
He and his brother know about the
option to run voice-searching in
Google (but the option is
limited as they try it in a non-
English language)(boy 5y)
She has some knowledge of the
online risks (as the computer was
once ‘broken’ by viruses) and she
would want to set a password for
her tablet, but her mother doesn’t
allow her (girl 6y)
He can perform some basic searches
online (especially for apps in Google play
and for videos, starting from the tablet
or from the SmartTV); -still, as he
doesn’t know how to write, he partially
depends on his mother for these searches.
Boy 6y
Some recommendations from the study:
To develop educational material for parents and careers on
how to support young children in learning and acquiring digital
competence for a balanced life
Needs for practical suggestions, e.g.
 Ideas for active mediation strategies;
 How to talk to young children about managing and mediating online
risks;
 Information about positive effects of digital media;
 Practical information on:
Safety settings, passwords, privacy protection and content filters;
Awareness on commercial and advertising strategies, such as the difference in
risks exposure between free and non-free apps or games;
 Encourage ECEC and pre-schools to take a more active role, but also to
support teachers, caretakers and staff
Summarising Part 2:
 Kids today might have super powers, but they don’t seem to be
the digital ones!
 The skills’ acquisition is
 through observing others around them and through repetitive
trial-and-error to gain operational skills
 largely influenced by the family’s skills, knowledge, attitudes
 This results in a very patchy, haphazard skills’ acquisition and
uneven playground regarding the readiness to starting school
328 September 2017
3. Part: “Land ahoy!”
-
The way ahead
looks good
33
Let me share a bit of
my optimism
with you!
http://www.huffingtonpost.com/entry/digital-natives-dont-actually-exist_us_599c985de4b0a296083a9e8a
348 September 2017
35
368 September 2017
378 September 2017
Take-home message
Now that we have a vision
and
a mandate … Let’s work!
8 September 2017
DigComp framework and material can
support schools and teachers
 To support and inspire teachers in their Professional
Development activities
 The self-assessment tool can (eventually) also be used to
get a diagnostics of one’s digital competence
 http://ec.europa.eu/jrc/digcomp
40
Children (8-12) - Happy Onlife
Game and activity booklet (IT – EN)
https://ec.europa.eu/jrc/en/scientific-
tool/happy-onlife-game-raise-awareness-
internet-risks-and-opportunities
a game for children and adults,
aimed at
• Raising awareness of the
risks and opportunities of
ICT
• Promotes best online
practices
• Supports parents and
teachers in their active
mediation
41
SELFIE
SELFIE is a tool to support European schools to reflect on their take up of digital technologies
428 September 2017
43
Thank you!!
and
Let’s talk more!

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DigComp - Konferens om skolans digitalisering, 8 sep, Stockholm

  • 1. The European Commission’s science and knowledge service Joint Research Centre DigComp: the European framework helping young people to gain digital competence Stockholm Sept 8 2017 Dr. Riina Vuorikari DG JRC – Directorate Innovation and Growth Unit B4 Human Capital and Employment
  • 2. Focus on the priorities of the European Commission: creating research evidence to support policy-making Policy neutral and Independent: no private, commercial or national interests The Joint Research Centre (JRC) Directorate Growth & Innovation Seville
  • 3. Who am I?  Riina Vuorikari, from Finland - but I now work in Seville, Spain!  Research fellow in the JRC since 2013  2013-2000 in European Schoolnet as Senior Research Analyst and Project Manager  Background: Teacher education in Finland, Hypemedia studies in Paris, Doctoral in 2009  Slideshare: https://www.slideshare.net/vuorikari  Twitter: https://twitter.com/vuorikari  https://ec.europa.eu/jrc/en/person/riina-vuorikari
  • 4. Outline: 1. Part: Digital competence – what do we mean? 2. Part: What do we know about digital competence acquisition before school? 3. Part: Land ahoy, the way ahead looks good!
  • 6. The Treaties of Rome paved the way for a Union of peace, solidarity and democracy 6
  • 7. Communication: School development and excellent teaching for a great start in life 7
  • 8. Digital Competence is one of the 8 key competences Digital Competence is a transversal key competence enabling us to acquire other key competences Image source
  • 9. What does it mean to be digitally competent? KNOWLEDGE SKILLSATTITUDES COMPETENCE Digital competence ≠ use of ICT tools Digital competence involves the confident and critical use of ICT for employment, learning, self- development and participation in society (EC, 2006).
  • 10. Conceptual mapping Case studies analysis Experts’ workshop Online Consultation First proposal Stakeholders’ Consultation Validated proposal 69 references 100+ (15 in-depth) 95 experts 17 + 9 EC 40 consultants Multi-method approach since 2010…
  • 11.
  • 12. 12
  • 13. 1) Information and data literacy: To articulate information needs, to locate and retrieve digital data, information and content. To judge the relevance of the source and its content. To store, manage, and organise digital data, information and content. 2) Communication and collaboration: To interact, communicate and collaborate through digital technologies while being aware of cultural and generational diversity. To participate in society through public and private digital services and participatory citizenship. To manage one’s digital identity and reputation. 3) Digital content creation: To create and edit digital content. To improve and integrate information and content into an existing body of knowledge while understanding how copyright and licences are to be applied. To know how to give understandable instructions for a computer system. 4) Safety: To protect devices, content, personal data and privacy in digital environments. To protect physical and psychological health, and to be aware of digital technologies for social well-being and social inclusion. To be aware of the environmental impact of digital technologies and their use. 5) Problem solving: To identify needs and problems, and to resolve conceptual problems and problem situations in digital environments. To use digital tools to innovate processes and products. To keep up-to- date with the digital evolution. Cross–cutting Inter-relatedareas
  • 14. Competence areas Competences 1. Information and data literacy 1.1 Browsing, searching and filtering data, information and digital content 1.2 Evaluating data, information and digital content 1.3 Managing data, information and digital content 2. Communication and collaboration 2.1 Interacting through digital technologies 2.2 Sharing through digital technologies 2.3 Engaging in citizenship through digital technologies 2.4 Collaborating through digital technologies 2.5 Netiquette 2.6 Managing digital identity 3. Digital content creation 3.1 Developing digital content 3.2 Integrating and re-elaborating digital content 3.3 Copyright and licences 3.4 Programming 4. Safety 4.1 Protecting devices 4.2 Protecting personal data and privacy 4.3 Protecting health and well-being 4.4 Protecting the environment 5. Problem solving 5.1 Solving technical problems 5.2 Identifying needs and technological responses 5.3 Creatively using digital technologies 5.4 Identifying digital competence gaps "To plan and develop a sequence of understandable instructions for a computing system to solve a given problem or perform a specific task”
  • 15. Digital competence (DigComp) is a wider concept than “digital literacy” 15
  • 16. At basic level and with guidance, I can - Identify my information needs - Find data, information,…through simple search in digital environment - …
  • 17.
  • 18. Example of use: With help from an employment adviser I can identify, from a list, those job portals which can help me look for a job. I can also find these job portals in my smartphone's app store, and access and navigate between them. Example of use: By myself I can use well-defined keywords to find jobs portals in my smartphone's app store, and explain to the employment adviser how I access and navigate between them. Example of use: I can also show a friend how to find apps on his smartphone, using different keywords and evaluation criteria to select those that fit her job profile. I can explain to her how to access and navigate between these apps to find appropriate job vacancies. Example of use: I can create new apps for browsing, searching and filtering job portals and offers, according to job seekers' needs.
  • 19. Assessment tool and piloting  Make available a reliable and valid instrument to assess citizen's digital competence (end of 2018)  JRC to create a battery of items (now): dependent variable: digital competence, its five competence areas and 21 competences a combination of self-assessment and knowledge-based tests 42 items (2 per competence), and it will be multiple choice with 3 options  PILOT: a sample of between 200 and 500 individuals with no o low level of digital competence in three Member States Psychometric properties will be then estimated following the Classical Test Theory
  • 21. Summarising Part 1:  DigComp: Identifies and describes key components of Digital Competence in terms of knowledge, skills and attitudes  Why: provides a common European understanding and guidelines  Supports EC and MS in implementing EU and national policies, curriculum and training syllabi makers, teachers, … K
  • 22. 228 September 2017 Part 2: What do we know about digital competence acquisition before school?
  • 23. 8 September 201723 Dailymail, 29 January 2014 'The day I realised my toddler was addicted to the iPad': Three-year-old William tugged at the duvet and woke his father demanding the tablet... at 4am
  • 24. Children use digital technology younger and younger 24
  • 25. Studies by age of child studied Number of studies conducted by age of child studied. See EU Kids Online’s searchable European Evidence Database (www.eukidsonline.net)  Most research is conducted with teenagers  Most is quantitative rather than qualitative  Most is on access, then risks; least is on parenting  Most is single- country rather than cross- nationalSee EU Kids Online Zero to Eight reporthttp://eprints.lse.ac.uk/52 630/
  • 26. 1. What children can do with a tablet ? 2. …how parents manage and mediate their use? 3. …what are the potential benefits and risks? Research Questions
  • 27. Second study with 21 countries coming out by the end of the year! 27 Contact: stephane.chaudron@ ec.europa.eu http://ec.europa.eu/jrc
  • 28. Research in action Pictures - Veronica Donoso
  • 29. 29 She independently uses her mother’s Facebook account in order to communicate with some relatives (girl 7y) Even though she doesn’t have a FB account yet, she uses her mom’s account to communicate with her when she is working abroad (girl 7y) She performs basic searches on the computer using Google, but she is not always successful (as she does not know to write, she has the keywords written by her brother on a piece of paper).(girl 6y) She can and loves to take photos and she often shares them publicly on her mother’s Facebook account (girl 6y) He and his brother know about the option to run voice-searching in Google (but the option is limited as they try it in a non- English language)(boy 5y) She has some knowledge of the online risks (as the computer was once ‘broken’ by viruses) and she would want to set a password for her tablet, but her mother doesn’t allow her (girl 6y) He can perform some basic searches online (especially for apps in Google play and for videos, starting from the tablet or from the SmartTV); -still, as he doesn’t know how to write, he partially depends on his mother for these searches. Boy 6y
  • 30. Some recommendations from the study: To develop educational material for parents and careers on how to support young children in learning and acquiring digital competence for a balanced life Needs for practical suggestions, e.g.  Ideas for active mediation strategies;  How to talk to young children about managing and mediating online risks;  Information about positive effects of digital media;  Practical information on: Safety settings, passwords, privacy protection and content filters; Awareness on commercial and advertising strategies, such as the difference in risks exposure between free and non-free apps or games;  Encourage ECEC and pre-schools to take a more active role, but also to support teachers, caretakers and staff
  • 31. Summarising Part 2:  Kids today might have super powers, but they don’t seem to be the digital ones!  The skills’ acquisition is  through observing others around them and through repetitive trial-and-error to gain operational skills  largely influenced by the family’s skills, knowledge, attitudes  This results in a very patchy, haphazard skills’ acquisition and uneven playground regarding the readiness to starting school
  • 32. 328 September 2017 3. Part: “Land ahoy!” - The way ahead looks good
  • 33. 33 Let me share a bit of my optimism with you! http://www.huffingtonpost.com/entry/digital-natives-dont-actually-exist_us_599c985de4b0a296083a9e8a
  • 35. 35
  • 38. Take-home message Now that we have a vision and a mandate … Let’s work!
  • 39. 8 September 2017 DigComp framework and material can support schools and teachers  To support and inspire teachers in their Professional Development activities  The self-assessment tool can (eventually) also be used to get a diagnostics of one’s digital competence  http://ec.europa.eu/jrc/digcomp
  • 40. 40 Children (8-12) - Happy Onlife Game and activity booklet (IT – EN) https://ec.europa.eu/jrc/en/scientific- tool/happy-onlife-game-raise-awareness- internet-risks-and-opportunities a game for children and adults, aimed at • Raising awareness of the risks and opportunities of ICT • Promotes best online practices • Supports parents and teachers in their active mediation
  • 41. 41 SELFIE SELFIE is a tool to support European schools to reflect on their take up of digital technologies

Editor's Notes

  1. JRC-IPTS: One of the key knowledge providers for DG EAC
  2. More than prodecual knowledge of how to perform activities with digital tools (skills). Also includes the idea of declarative knowledge, e.g. factual knowledge about digital technologies and thier use. And, importantly, the attitude!
  3. 5 main areas
  4. Descriptions of each areas
  5. Example of areas and their competences
  6. -complexity of tasks -autonomy of doing things -cognitive load + action verbs following Blooms' taxonomy
  7. Increasing worries in the public and among parents and teachers reagrding new digital technologies infiltrating the lives of our toddlers and young children. Here three illustrations in the next slides. Choose the one you prefer.
  8. But are those worries really justified? Research focusing on the benefits and challenges of children’s use of Internet has been targeting 9-16 years old age group. Recent research and surveys e.g., the EU Kids Online survey and research carried out in 25 European Countries since 2006. The studies revealed online behaviour, use and habits for that age group. Yet, the research shows that children are now going online at a younger and younger age, and that young children’s lack of technical, critical and social skills may pose increasing challenges to a healthy online life. The substantial increase in usage by very young children has not yet been matched by research exploring the benefits and risks of their online engagement. Therefore, DG Connect requested from JRC in 2014 to launch a similar research targeting the 0-8 years old with the aim to open the path to fill this knowledge gap in Europe. In 2014, the JRC set up a pilot qualitative study ‘Young children (0-8) and Digital Technologies’ aiming at exploring young children and their families’ experiences with digital technologies such as smartphones, tablets, computers, and games. The study is pioneering in Europe. Its goal was double: testing a new methodology while collecting information on how children between 0 to 8 years old engage with (online) technologies, on how parents mediate their use, and to identify potential benefits and risks associated with their (online) interactions with new technologies.
  9. Our Research Questions
  10. Let me share a bit of my optimism with you!
  11. The game is available as a pdf on the JRC website, although Printed versions are available in Italian already. The English printed version will be available in May and the online app version foreseen for tablet, smarphone, pc is already available in a beta version here. http://web.jrc.ec.europa.eu/happyonlife/. To play the game you need to install Unity. Have fun! This link is not public as we are still testing it and have to overcome admin issues, yet but you can use it for demonstration purposes. Hope this is usefull for you. All the best for the presentation, Stephane