Sleutelcompetentie: digitale competenties
De eindtermen onder deze sleutelcompetentie zijn op drie bouwstenen gebaseerd.
De eerste bouwsteen zet in op het beheersen van basisprogramma’s om te creëren, participeren en interageren met als doel jongeren op een efficiënte manier met de desbetreffende technologie te leren werken.
Basiskennis informatica
De eindtermen die onder de tweede bouwsteen vallen, focussen op basiskennis en vaardigheid op het vlak van informatica. Leerlingen voorbereiden op een leven en loopbaan in een snel evoluerende digitale wereld noodzaakt dat die leerlingen de onderliggende werking van digitale infrastructuur en toepassingen begrijpen en leren programmeren.
De laatste bouwsteen zet in op verantwoord, kritisch en ethisch omgaan met digitale en niet-digitale media en informatie. Een belangrijk aspect hiervan is dat leerlingen met portretrecht, intellectueel eigendomsrecht en licenties omgaan en het toepassen.
E-identiteit en e-reputatie
De manier waarop de digitalisering van informatie en communicatie het leven en de relatie met anderen beïnvloedt, heeft namelijk ethische, sociale, juridische en economische aspecten. Het beheren van de e-identiteit en e-reputatie zijn daar een belangrijk onderdeel van.
Meer informatie en lesmateriaal over sleutelcompetenties
16 sleutelcompetenties vormen de basis voor de nieuwe eindtermen. De eindtermen worden geformuleerd in functie van deze sleutelcompetenties en niet langer in functie van vakken of leergebieden. Klik door voor heldere informatie bij de competenties.
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Level Up: Magazine about healthy gaming
Our new magazine about healthy gaming is now available: Level Up! It contains 32 interactive and insightful A4 pages on healthy gaming and digital balance.
What does it include?
- explanation about the world of games: evolution, types of games, devices, …
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EDUbox Culture: Update
Stimulate the cultural awareness of young people with the EDUbox Cultuur. Update: with links to heritage and an orderable box.
The EDUbox Cultuur, an expanding view of the world wants to support teachers in getting young people from secondary …
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Arcade: Game Console Operation
In Arcade , students explore how game consoles work by looking at evolution and discovering how the data processing process is performed by the hardware. They are introduced to bits and bytes and do extensive research into image processing in …
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The ABC of xyz - Explobots
In The ABC of xyz, the students explore the secrets of 3D printing. They discover how you can determine coordinates in the third dimension and how navigation systems work.
The students take their first steps in the world of technical drawing and …Translated by
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A Boolean ones and zeros - Explobots
In A Boolean Ones and Zeros, students are introduced to Boolean algebra and how it can be usefully applied in electrical, electronic, pneumatic, and hydraulic systems.
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Ice Crime Craft Book: Making Escape Rooms
With this craft-learn book they try to provide an answer to the question of how to build an escape room.
Part 1 contains the complete elaboration of an Escape Game that they originally designed for the last grade of primary / first grade of secondary …
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Safe on the internet: Learn to recognize phishing
Cybercriminals are becoming increasingly smarter, making phishing, for example, increasingly difficult to recognize. Fortunately, there are some basic rules you can follow and practice your mindfulness. That is why Beego put together a book with …
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Rotate pictures - Explobots
In Turning Pictures , the students start from the need to listen and make music. They study sound waves and take a look at the past of sound carriers and the associated music players. As a result, they learn about different transport systems, …
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Computer accounting with Octopus
This handbook is a smooth, hands-on immersion in the possibilities of the online package Octopus Internet Accounting. You will learn to process the basic transactions quickly and clearly in a simple starter case. Then a challenging case, taken …
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Cinema: Technical history - Explobots
In Cinema , students view the technical history of cinema (projections, photography and film). Starting from this history, the students make a camera obscura that they optimize step by step so that it can also serve as a projector for a smartphone …
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