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  1. This is a very interesting research on how content that provoke high emotional arousal ( e.g. content that increase anxiety or amusement) is more likely to be shared than content that causes low arousal (e.g content that portraits sadness or contentment). It also provides research evidence that people who are physically aroused (through exercise or activity) are more likely to share content that people who are less physically active.

    This research is extremely note worthy when discussing aspects of digital literacy which is not only about having digital skills to consume digital content but also includes the skills to have extract meaning, fact and information dissemination aspects of digital content. By knowing how emotionally triggered content spread, one can think before sharing any content that makes them emotionally stirred.
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  2. This article by Dr Maha Bali contains analogies and examples to distinguish between digital literacy and digital skills. One such is example is about showing students how to use an image on a power point presentation which is more about digital skills rather than digital literacy. When the students understand how to chose the appropriate image and the underlying copyright issues, they will have digital literacy.
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  4. This global standard was approved by IEEE on 24 September 2020 as to coordinate Digital literacy, skill and readiness initiatives around the world. This contains a comprehensive list of key areas for focusing for ensuring a brighter future for everyone. Before creating this standard the working group reviewing hundreds of definitions, frameworks, models and platforms while considering the effects of COVID-19 in the future workforce.
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  5. This is a simple lesson plan that teaches students of grade 9-12 how to verify source of online contents for authenticity. This was designed by Stefanie Green and releases with creative commons license.
    by hasansf (2021-01-26)
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  6. This is a research article published in 2006 to provide an overview of open educational resources (OER). It also highlights some of the future potential of OER.
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  7. Very interesting article that features an innovative approach to assess digital skills for a targeted crisis response group through a game approach. The gamification could simulate the correct scenario that the participants must respond to through processing a lot of information.
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  8. Its a very innovative research that aims to evaluate digital skills while participants played a game that required considering contextual information to make decisions to tackle a crisis moment.
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  9. A new research on effectiveness of eLearning portals for educators having diverse experience in using such tools.
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  10. This study pointed out the mismatch between the use of digital tools in teaching and assessment. It is common to use blogs, social media and podcasts in teaching and learning, but for assessments essays are most widely accepted form of submissions. The research output emphasizes on setting constructive alignment among digital tools, learning outcomes, activities and assessments. If the students can clearly see the connection between all these things, they achieve the learning outcomes much more easily
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