Learn: Technology at Work Syllabus
Learn: Technology at Work
Syllabus
About the Learn Program
Program Description
Designed especially for young learners in developing countries, the Learn Program extends learning beyond the classroom with an engaging, project-centered approach. Learn is an informal education program that teaches youth the skills they need to succeed in an increasingly knowledge-based economy, with a focus on technology literacy, problem-solving, critical thinking, and teamwork. Taught in community technology centers, typically as an after-school program, it is administered in partnership with local governments, communities, and non-profit organizations.
Learn Program Modules
The Learn Program has more than 90 hours of engaging curriculum built around three core modules that tap into children’s interest in their own communities while nourishing their curiosity with creative, technology-driven projects. The themes of the curriculum also help foster personal and civic responsibility, demonstrating to learners how they can contribute to their communities and to their own economic self-sufficiency.
Digital Citizenship elements have been integrated in each of the three core modules. The approach adopted for integrating these elements in the curriculum is unique from traditional digital citizenship curricula in that it is not built upon videos, worksheets, and discussions. Rather the digital citizenship elements have been seamlessly woven into the existing activities of the curriculum content.
The Learn program has the following three core modules:
- Technology and Community
- Technology at Work
- Technology and Entrepreneurship
Technology at Work
Course Description
Technology at Work provides an opportunity for learners with some prior experience with digital technology to develop more advanced computer literacy skills while also introducing them to some important understandings and behaviors related to digital citizenship. The course shows learners how computers are used in a variety of jobs and careers. Using increasingly sophisticated software tools, learners create projects ranging from designing a survey that a healthcare worker might use to assess health needs, to developing a project management plan that a local engineer might create before starting a building project. The course also features several opportunities for learners to develop important understandings and behaviors related to appropriate digital technology use and become responsible digital citizens. These opportunities cover all nine digital citizenship elements which are addressed in authentic and meaningful ways within the context of the module activities.
Course Topics
Getting Started
Learners are introduced to the course structure and course materials, and the skills they will learn, i.e. technology literacy, critical thinking, and collaboration. They get to know other class members better through a fun activity, and also learn how all the activities and projects that they will do in the Technology at Work course are about the ways in which people can use computers as a tool to help them do their jobs.
Teacher
Learners are given an overview to the profession of a teacher. They learn about the job of a teacher and also use their technology skills to help a teacher discover how computers can help him or her at work. Learners design and create a certificate to reward students for their achievements, and a spreadsheet mark sheet to organize and calculate students’ marks. They also create a time table and a newsletter using word processing skills.
Government Health Officer
Learners find out what a government health officer does for a job. They use their technology skills to help a government health officer discover how computers can help him or her at work. Learners use word processing to create a survey on health issues and follow this with organizing the survey information in a pictograph. They also create an interactive diagram of the human body, and a multimedia presentation to let the public know about basic health issues.
Engineer
Learners are given an overview to the profession of an engineer and explore websites to know more about the job of an engineer. They get an opportunity to use their technology skills to help an engineer discover how computers can help him or her at work. Learners design a floor plan and an illustration for a new building. They also create a project management plan using spreadsheets and a proposal to share information about the design and plan of the building with people who will pay for the building.
Entrepreneur
Learners find out what an entrepreneur does and use their technology skills to help an entrepreneur discover how computers can help him or her at work. They use graphics and word processing to design a logo and letterhead for a small business and prepare a financial plan for the startup of the business using spreadsheet software. They also design a brochure and use the information in the brochure to create a Website for a business.
Digital Citizenship
Learners explore the nine elements of digital citizenship and become aware of proper use and behavior, personal safety and protection, online searching, shopping, and downloading. They read and discuss short stories that serve as relevant examples of inappropriate digital technology use. After learners are introduced to the nine elements of digital citizenship, they employ the computer literacy skills developed during the previous sessions (graphics, word processing, spreadsheets, and multimedia) to prepare a digital citizenship memo for one of the four work environments featured in the course activities (teacher, government health officer, engineer, and entrepreneur). These memos are shared along with the learners’ projects in the showcasing session, thus providing an authentic opportunity for information exchange and discussion about digital citizenship.
Project
Learners are given an overview to a project presentation they have to create for a challenge involving technology at work in their community and then share with an audience that may include other students, family members, community leaders, and invited guests. They work in groups to complete the presentation. After completing the presentation, they review it, make changes, and practice giving the presentation. They showcase their presentation and also share digital citizenship memos with the audience.
Course Outcomes
- Discover how computers are used in different jobs and careers
- Gain experience of internet search, multimedia, graphics, spreadsheets and word processing
- Use technology to collect, organize, and share information; and to design and develop original end products
- Understand the nine elements of digital citizenship
- Understand behaviors related to appropriate digital technology use
- Develop and demonstrate critical-thinking and problem-solving skills
- Practice effective collaboration and teamwork skills
- Create multimedia projects that address real-world challenges and develop solutions for the same
Course Duration
Technology and Community consists of a 30 hours training to be completed in 15 two-hour sessions with trained staff facilitating the sessions. A trained staff member guides young learners through activities in a series of two-hour sessions.
Course Structure
Each session is divided into action-oriented sections: ‘Plan It,’ ‘Do It,’ ‘Review It,’ and ‘Share It,’ each of which helps develop technical and critical-thinking skills. Learners work together to collect information, analyze it, and present it to fellow learners, families, and community.
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