Digital dannelse på højskolen
DOI:
https://doi.org/10.7146/lom.v11i19.103096Keywords:
digital dannelse, computational thinking, dannelse, programmering, robot, designAbstract
Artiklen præsenterer et læringsdesign, som bidrager med at undersøge, hvordan man kan arbejde med digital dannelse igennem design af robotter og spil i en dansk højskolekontekst.
I efteråret 2017 etableredes et teknologispor på Askov højskole. Teknologisporet består af to linjefag: ”Game design” og ”Robotter”. De to linjefag er forbundet af et fælles fag i programmering.
Grunden til, at teknologisporet etableredes, var flerfoldigt. Vi vil gerne understøtte udvikling af de unge højskoleelevers digitale dannelse og herunder deres forståelse af hverdagenes teknologier. Artiklen præsenterer forskellige aspekter af digital dannelse i relation til eksempler fra teknologisporet.
Derudover introducerer artiklen en tredelt model for digital dannelse fra en designvinkel. De tre niveauer: 1) Teknikken, som omhandler konkret anvendelse og forståelse af teknologien fx programmering, test og fejlfinding; 2) Praksisfællesskabet, som omfatter aktiv deltagelse i et fagligt fællesskab omkring design af ny teknologi; 3) Transformationslaget, som omfatter innovation og kritisk tænkning med udgangspunkt i ens personlige ståsted.
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