Digital Competency : Harnessing the Potential of Digital Resources for Learning

Article

Digital technology is much more than just a useful tool: It can be an essential ingredient in the evolution of your teaching practices. This is the notion explored in the third dimension of digital competency, which looks at how to harness digital resources to enrich your classes and create personalized, stimulating learning experiences for your students.

Understanding This Dimension

The third dimension of digital competency focuses on harnessing digital resources to enrich learning. Unlike dimension 2, “Developing and Mobilizing Technological Skills,” dimension 3 encourages active, thoughtful engagement with digital tools to maximize their educational potential.

This process involves helping students develop various skills using adapted digital tools and resources in the context of enriching and interactive activities. The aim is to create a dynamic, personalized learning environment that meets the needs of all students.

In addition, this dimension entails an openness and curiosity towards the digital world that encourages continuous exploration and cooperative learning. When used discerningly, digital technology can contribute to an engaging and participative educational experience—one conducive to discovery and pedagogical innovation.

As a teacher, you can embody this dimension in a number of ways:

  • Propose video game–based learning situations where students explore historical, literary, or graphic references related to the subject

  • Have students complete digital quizzes that automatically compile their answers so they can see where they are in their learning

  • Use digital tools to present graphs, functions, and other mathematical concepts

  • Use apps like Google Classroom to simplify classroom management, as you have all the resources you need at your fingertips

Students, too, can do simple things to make the most of digital resources:

  • By choosing effective note-taking and organization tools that make it easier to learn and retain information

  • By making use of Alloprof’s games and interactive exercises, which are designed to help them learn and progress at their own pace

  • By using the right tools for the task at hand, like opting for Excel instead of Word if an assignment involves creating tables and doing calculations

Teaching This Dimension

Harnessing the potential of digital resources goes beyond simply using them in place of traditional tools (e.g., using a word processor instead of writing by hand). Ideally, we should be using digital technology to enhance learning projects and activities or develop avenues that wouldn’t be possible without it.

Here are some ideas for tools and resources you can use in the classroom:

  • Try the flipped classroom approach using Alloprof’s Crash Courses

  • Have students browse the edutainment technology platform L’Archipel virtuel (French only), which features educational games, quizzes, videos, and more

  • Try escape games, which can help students consolidate their learning through play. There are many different escape games available online, such as those listed on this Padlet board (French only) created by RÉCIT (the games with an N in front of them use digital technology). Other examples include:

    • The Quantum Prisoner – high school Cycle 2, Science and Technology, Chemistry, Physics

    • Le jeu d’évasion de la compétence numérique (French only)

    • Unfake (French only) – high school, Science and Technology, Mathematics

    • Voyage dans le temps (French only) – elementary Cycle 3 and high school Cycle 1, Science and Technology

    • Sortons Charlie (French only) – high school, Music

  • Check out this guide (French only) to using Biblius – elementary

  • Teach computer programming using Jeux Blockly (French only) or CodeCombat, or try a coding tool like ScratchJr (link in French) to mobilize learning in other subjects (e.g., Social Sciences or Mathematics). You can also broach themes such as sustainable development with activities like Kreocode.

  • Introduce students to 3D modelling and printing with projects like creating chess pieces (French only) – high school

  • Use virtual or augmented reality to delve deeper into certain topics, such as with Territoire métropole : New York or Urbanopolis (both activities in French only) – high school

  • Help students who have writing difficulties with tools like WordQ and Lexibar

Collaborators

This concept sheet was written with the help of Séverine Parent and Jessica Métivier, professor and lecturer, respectively, in the educational studies department at Université du Québec à Rimouski – Campus de Lévis, and the students enrolled in “Mobilisation du numérique” (mobilizing digital technology) during the fall 2024 term.

References

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