Computer literacy is defined as the knowledge and ability to use computers and related technology efficiently, with skill levels ranging from elementary use to computer programming and advanced problem solving. Computer literacy can also refer to the comfort level someone has with using computer programs and applications. Another valuable component is understanding how computers work and operate. Computer literacy may be distinguished from computer programming, which primarily focuses on the design and coding of computer programs rather than the familiarity and skill in their use. [1] Various countries, including the United Kingdom and the United States, have created initiatives to improve national computer literacy rates.
Computer literacy differs from digital literacy, which is the ability to communicate or find information on digital platforms. [2] Comparatively, computer literacy measures the ability to use computers and to maintain a basic understanding of how they operate. [3]
A person's computer literacy is commonly measured through questionnaires, which test their ability to write and modify text, trouble-shoot minor computer operating issues, and organize and analyze information on a computer. [4] [5]
To increase their computer literacy, computer users should distinguish which computer skills they want to improve, and learn to be more purposeful and accurate in their use of these skills. By learning more about computer literacy, users can discover more computer functions that are worth using. [6]
Arguments for the use of computers in classroom settings, and thus for the promotion of computer literacy, are primarily vocational or practical. Computers are essential in the modern-day workplace. [4] The instruction of computer literacy in education is intended to provide students with employable skills. [1]
Rapid changes in technology make it difficult to predict the next five years of computer literacy. Computer literacy projects have support in many countries because they conform to general political and economic principles of those countries' public and private organizations. The Internet offers great potential for the effective and widespread dissemination of knowledge and for the integration of technological advances. Improvements in computer literacy facilitate this. [7]
The term "computer literacy" is usually attributed to Arthur Luehrmann, a physicist at Dartmouth College who was a colleague of Kemeny and Kurtz who introduced the BASIC programming language in 1964. Luehrmann became a tireless advocate of computers in teaching. At an April 1972 American Federation of Information Processing Societies (AFIPS) conference, Luehrmann gave a talk titled "Should the computer teach the student, or vice-versa?" The paper is available online. In it he notes:
If the computer is so powerful a resource that it can be programmed to simulate the instructional process, shouldn’t we be teaching our students mastery of this powerful intellectual tool? Is it enough that a student be the subject of computer administered instruction—the enduser of a new technology? Or should his education also include learning to use the computer (1) to get information in the social sciences from a large database inquiry system, or (2) to simulate an ecological system, or (3) to solve problems by using algorithms, or (4) to acquire laboratory data and analyze it, or (5) to represent textual information for editing and analysis, or (6) to represent musical information for analysis, or (7) to create and process graphical information? These uses of computers in education cause students to become masters of computing, not merely its subjects.
In 1978, Andrew Molnar was director of the Office of Computing Activities at the National Science Foundation in the United States. [8] [9] Shortly after its formation, computer literacy was discussed in several academic articles. In 1985 the Journal of Higher Education asserted that being computer literate involved mastering word processing, spreadsheet programs, and retrieving and sharing information on a computer. [10]
Plan Calcul was a French governmental program in the 1960s to promote a national or European computer industry that was accompanied with a vast educational effort in programming and computer science.
The Computing for All plan was a French government initiative to introduce computers to all the country's pupils in 1985.
In the United Kingdom, a number of prominent video game developers emerged in the late 1970s and early 1980s. [11] The ZX Spectrum, released in 1982, helped to popularize home computing, coding and gaming in Britain and Europe. [12] [13] [14]
The BBC Computer Literacy Project, using the BBC Micro computer, ran from 1980 to 1989. This initiative educated a generation of coders in schools and at home, before the development of mass market PCs in the 1990s. [15] [16] 'Bedroom computer innovation' led to the development of early web-hosting companies aimed at businesses and individuals in the 1990s. [17]
The BBC Computer Literacy Project 2012 was an initiative to develop students' marketable information technology and computer science skills.
Computer programming skills were introduced into the National Curriculum in 2014. [18] [19]
It was reported in 2017 that roughly 11.5 million United Kingdom citizens did not have basic computer literacy skills. [20] In response, the United Kingdom government published a 'digital skills strategy' in 2017. [20] [21] [22]
First released in 2012, the Raspberry Pi is a series of low-cost single-board computers originally intended to promote the teaching of basic computer science in schools in the UK. [23] [24] [25] Later, they became far more popular than anticipated, and have been used in a wide variety of applications. [26] The Raspberry Pi Foundation promotes the teaching of elementary computer science in UK schools and in developing countries. [27]
In 1978, the National Science Foundation put out a call to educate young people in computer programming. [28] To introduce students to computing, the U.S. government, private foundations and universities combined to fund and staff summer programs for high school students. [29] [28]
Students in the United States are introduced to tablet computers in preschool or kindergarten. [30] Tablet computers are preferred for their small size and touchscreens. [31] The touch user interface of a tablet computer is more accessible to the under-developed motor skills of young children. [32] Early childhood educators use student-centered instruction to guide young students through various activities on the tablet computer. [33] This typically includes Internet browsing and the use of applications, familiarizing the young student with a basic level of computer proficiency. [32]
A concern raised within this topic of discussion is that primary and secondary education teachers are often not equipped with the skills to teach basic computer literacy. [30]
In the United States job market, computer illiteracy severely limits employment options. [34] [35] Non-profit organizations such as Per Scholas attempt to reduce the divide by offering free and low-cost computers to children and their families in under-served communities in South Bronx, New York, Miami, Florida, and in Columbus, Ohio. [36]
In 2020, world averages in computer literacy, as determined by the World Economic Forum, revealed that the OECD countries were not as computer literate as one would expect. About a quarter of individuals did not know how to use a computer. At least 45% were rated poorly, and only 30% were rated as moderately to strongly computer literate. [37]
Computers
Initiatives
The digital divide is the unequal access to digital technology, including smartphones, tablets, laptops, and the internet. The digital divide creates a division and inequality around access to information and resources. In the Information Age in which information and communication technologies (ICTs) have eclipsed manufacturing technologies as the basis for world economies and social connectivity, people without access to the Internet and other ICTs are at a socio-economic disadvantage, for they are unable or less able to find and apply for jobs, shop and learn.
Media literacy is an expanded conceptualization of literacy that includes the ability to access and analyze media messages as well as create, reflect and take action, using the power of information and communication to make a difference in the world. Media literacy is not restricted to one medium and is understood as a set of competencies that are essential for work, life, and citizenship.
Information and communications technology (ICT) is an extensional term for information technology (IT) that stresses the role of unified communications and the integration of telecommunications and computers, as well as necessary enterprise software, middleware, storage and audiovisual, that enable users to access, store, transmit, understand and manipulate information.
M-learning, or mobile learning, is a form of distance education where learners use portable devices such as mobile phones to learn anywhere and anytime. The portability that mobile devices provide allows for learning anywhere, hence the term "mobile" in "mobile learning." M-learning devices include computers, MP3 players, mobile phones, and tablets. M-learning can be an important part of informal learning.
Technology education or tech ed is the study of technology, in which students "learn about the processes and knowledge related to technology". As a field of study, it covers the human's ability to shape and change the physical world to meet needs, by manipulating materials and tools with techniques. It addresses the disconnect between wide usage and the lack of knowledge about technical components of technologies used and how to fix them. This emergent discipline seeks to contribute to the learners' overall scientific and technological literacy, and technacy.
Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech," it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
Educational Systems in S.A
Digital literacy is an individual's ability to find, evaluate, and communicate information using typing or digital media platforms. It is a combination of both technical and cognitive abilities in using information and communication technologies to create, evaluate, and share information.
Information and media literacy (IML) enables people to show and make informed judgments as users of information and media, as well as to become skillful creators and producers of information and media messages. IML is a combination of information literacy and media literacy. The transformative nature of IML includes creative works and creating new knowledge; to publish and collaborate responsibly requires ethical, cultural and social understanding.
The British Broadcasting Corporation Microcomputer System, or BBC Micro, is a series of microcomputer designed and built by Acorn Computers Limited in the 1980s for the Computer Literacy Project of the BBC. Designed with an emphasis on education, it was notable for its ruggedness, expandability, and the quality of its operating system. The machine was the focus of a number of educational BBC TV programmes on computer literacy, starting with The Computer Programme in 1982, followed by Making the Most of the Micro, Computers in Control in 1983, and finally Micro Live in 1985.
Computer science education or computing education is the field of teaching and learning the discipline of computer science, and computational thinking. The field of computer science education encompasses a wide range of topics, from basic programming skills to advanced algorithm design and data analysis. It is a rapidly growing field that is essential to preparing students for careers in the technology industry and other fields that require computational skills.
The Raspberry Pi Foundation is a charity registered in England and Wales, as well as a UK company limited by guarantee. It was founded in 2009 to promote the study of computer science. It is part of a group that comprises legal entities in India, Ireland, and the United States, which carry out educational activities in those jurisdictions; and Raspberry Pi Ltd, a commercial subsidiary that develops Raspberry Pi computers and other hardware. The foundation’s charitable activities are funded through a combination of Gift Aid from the profits of Raspberry Pi Ltd, contracts for the delivery of educational services e.g. professional development for teachers, and donations from individuals, foundations, and other organisations.
The Micro Bit is an open source hardware ARM-based embedded system designed by the BBC for use in computer education in the United Kingdom. It was first announced on the launch of BBC's Make It Digital campaign on 12 March 2015 with the intent of delivering 1 million devices to pupils in the UK. The final device design and features were unveiled on 6 July 2015 whereas actual delivery of devices, initially planned for September 2015 to schools and October 2015 to general public, began on 10 February 2016.
21st century skills comprise skills, abilities, and learning dispositions identified as requirements for success in 21st century society and workplaces by educators, business leaders, academics, and governmental agencies. This is part of an international movement focusing on the skills required for students to prepare for workplace success in a rapidly changing, digital society. Many of these skills are associated with deeper learning, which is based on mastering skills such as analytic reasoning, complex problem solving, and teamwork, which differ from traditional academic skills as these are not content knowledge-based.
Powering Potential Inc. is a 501(c)(3) non-profit organization that provides public co-ed schools in developing countries with solar-powered computer labs, open source software, offline digital libraries, and training. Its headquarters are located in New York, New York.
Information Communications Technology is usually included in the Home Economics and Livelihood Education program in grade school and taught through the Technology and Home Economics program in high school. The recent status of ICT education in the Philippines, along with other Southeast Asian countries, was surveyed by the Southeast Asian Ministers of Education Organization (SEAMEO) in 2011. Using the UNESCO model of ICT Development in Education, the countries were ranked as Emerging, Applying, Infusing or Transforming. The Philippines were ranked at the Infusing stage of integrating ICT in education, indicating that the country has integrated ICT into existing teaching, learning and administrative practices and policies. This includes components such as a national vision of ICT in education, national ICT plans and policies, complementary national ICT and education policies, professional development for teachers and school leaders, community or partnership and teaching and learning pedagogies. A 2012 study reported that public high schools in Metro Manila had a computer to student ratio of 1:63. While 88 percent of schools have internet connections, half of the students claimed not to be using it.
Carrie Anne Philbin is an English teacher of computer science and an author. She is a director of educator support at the Raspberry Pi Foundation and chairs the Computing At School (CAS) diversity and inclusion group, #CASInclude. She wrote the computing book Adventures in Raspberry Pi (2013) for teenagers. She runs the YouTube channel Geek Gurl Diaries and in 2017, was the host for Crash Course Computer Science.
Digital Media in education is measured by a person's ability to access, analyze, evaluate, and produce media content and communication in a variety of forms. These media may involve incorporating multiple digital softwares, devices, and platforms as a tool for learning. The use of digital media in education is growing rapidly in today's age, competing with books for the leading form of communication. This form of education is slowly combating the traditional forms of education that have been around for a long time. With the introduction of virtual education, there has been a need for more incorporation of new digital platforms in online classrooms.
The National Centre for Computing Education is a government-funded initiative, offering teacher training and resources for computing.
Susan Sentance is a British computer scientist, educator and director of the Raspberry Pi Foundation Computing Education Research Centre at the University of Cambridge. Her research investigates a wide range of issues computer science education, teacher education and the professional development of those teaching computing. In 2020 Sentance was awarded a Suffrage Science award for her work on computing education.
The gaming industry as it now exists formed around the same time back in the late 70s early 80s - there were a small number of influential people in programming.
the machines had "spawned a generation" of coders that had helped to establish the UK's reputation as a creative, game-making powerhouse
The success was also driven by videogame sales - the machines were originally marketed as an educational tool but you ensured titles were ready at launch.
Fasthosts was a classic example of the bedroom computer innovation that the UK was so good at in the 80s and 90s.... it also simplified the process of registering domain names and accessing web hosting
we've beaten our wildest dreams by three orders of magnitude