Outcome Chart – Prince Edward Island - Applied Digital Communication 10: ADC701A

Overall Expectations: TF1

Learners are expected to:

  • evaluate digital information with a critical perspective.

Specific Expectations:

Learners who have achieved this outcome should be able to…

  1. define technological fluency in terms of digital information;
  2. compare various sources of digital information (e.g., tools, styles, formats, and media) as a medium for communication;
  3. discuss the benefits and limitations of digital information on personal data (e.g., online tracking);
  4. discuss the legal and ethical rights and responsibilities of the digital user;
  5. discuss how digital information impacts personal, ethical, social, economic, and cultural practices;
  6. use various search methods and tools to authenticate digital information;
  7. assess digital information to determine context, perspective, bias, and/or motive;
  8. assess digital information for accuracy, validity, and quality; and
  9. argue a point of view using well vetted and defendable digital information and sources.

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Overall Expectations: TF2

Learners are expected to:

  • examine personal connections between technological content and skills and potential pathway choices.

Specific Expectations:

Learners who have achieved this outcome should be able to…

  1. discuss how advances in technology affect the workplace and potential pathway choices (e.g., artificial intelligence, automation, privacy and security, culture innovation);
  2. discuss how technological knowledge and skills are transferable;
  3. discuss the impact of social media and digital footprints on future opportunities;
  4. make connections between technological content and skills to inform potential pathway choices;
  5. reflect on how technology impacts and influences their personal interests and/or activities

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Overall Expectations: TF3

Learners are expected to:

  • examine the impact of online behaviours and practices on digital well-being.

Specific Expectations:

Learners who have achieved this outcome should be able to…

  1. discuss technological factors that affect mental well-being (e.g., screen time, notifications, influencers, devices);
  2. discuss potential health issues associated with using technology (e.g., addictive/obsessive behaviour, depression, anxiety, self-esteem);
  3. reflect on their relationship between their use of technology and their mental well-being;
  4. reflect on the relationship between their use of technology and their physical well-being;
  5. discuss online behaviours that affect overall well-being (e.g., cyberbullying, trolls, photos);
  6. discuss digital practices that affect overall well-being (e.g., agents of change, digital marketing, consumerism)
  7. discuss peer and digital media influences on overall well-being (e.g., relationships, self-esteem, social influencers);
  8. reflect on how personal attitudes, values, social norms, and beliefs affect digital practices and online behaviour; and
  9. reflect on their online behaviour and digital practices and their overall well-being.

MediaSmarts Resources

 

Overall Expectations: SD2

Learners are expected to:

  • produce documents using a variety of digital tools for publication.

Specific Expectations:

Learners who have achieved this outcome should be able to…

j. use digital tools to appropriately cite and format sources for intended audiences and/or purposes;

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Overall Expectations: SD3

Learners are expected to:

  • assemble data using a variety of digital tools to communicate information.

Specific Expectations:

Learners who have achieved this outcome should be able to…

e. discuss various types of data, sources of data, and ways to organize data;

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Overall Expectations: AD2

Learners are expected to:

  • collaborate through a design process to create an authentic digital artifact.

Specific Expectations:

Learners who have achieved this outcome should be able to…

  1. explain design thinking;
  2. explore a variety of design processes (e.g., inquiry, engineering, creative, scientific, other);
  3. discuss a variety of real world issues that may have technological solutions (e.g., personal, school, community, national, global);
  4. collaborate in co-creating project objectives and performance criteria to address a real world issue;
  5. select and apply a design process to address an identified real world issue;
  6. apply computational thinking strategies to solve a problem.
  7. collaborate in the creation of a digital artifact;
  8. use appropriate digital tools to complete specific tasks;
  9. transfer digital skills and knowledge across platforms and/or applications;
  10. present solution(s) to an authentic audience; and
  11. participate in a peer evaluation of the design process.

MediaSmarts Resources