GROOVE Toolkit_Final Version_090223

63 www.grooveproject.eu This project has been funded with support from the European Commission under the Erasmus+ Programme. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. [Project Number: 2021-1-CY01-KA220-VET-000033254] Digital problem solving To incorporate learning activities, assignments and assessments which require learners to identify and solve technical problems, or to transfer technological knowledge creatively to new situations. These competences exist to provide a blueprint for learners and educators to follow when seeking to develop the digital competence of learners of all age groups. Learners should ultimately feel competent in all the above to be considered digitally competent and literate. VET teachers and providers should ensure that their lessons and curriculum allow learners to develop these competences. Further explanations about what is meant by each competence can be found within the framework itself. These competences must be considered when applying teaching pedagogies and instructional strategies as they are the ultimate goal of any form of education and up-skilling related to digital skills. Application of Learning Methods Knowles & Adult Education When seeking to apply the educational theories and methods set out above, Knowles’ pillars should be considered by educators when planning lessons. Adult education should be self-driven and is usually self-motivated therefore adults are more likely to engage on a deeper level with authentic education experiences, that allow them to benefit from the educational content directly. Many adult learners will be engaging in education to increase both their digital skills and their professional competences and skills. Using Knowles’ principles of adult learning in designing educational activities for learners can be achieved through reference and application of Kolb’s theory of experiential learning. As it is vital to support and involve adult learners in their education, using methods such as integrating technology in the classroom and emphasizing access to independent learning can be very useful for adult learning. Kolb & Experiential Learning The applicability of experiential learning in the digital workspace can be incredibly beneficial for adult learners. Following the learning cycle established by Kolb, we can see that there is a process that educators can use to aid learners. This can be achieved at the beginning by setting practical tasks such as using various software, learning internet terminologies, and basic computer skills. These activities allow learners to engage with digital content in a controlled and simple manner, and to build their skills incrementally. Actions such as these complete the concrete experience step. These actions also engage learners in developing their skills in relation to digital problem-solving,

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