Information and Media Literacy has not been a static concept, since its very analysis has varied as much as the communication ecosystem has mutated. With the emergence, rise and popularization of Information and Communication Technologies (ICT), the term has changed from a conventional media perspective to one of media convergence.
One of the main challenges of media literacy is to empower children to become prosumers.
The use of interactive platforms and gamified environments help educators take advantage of the motivating components of the game and stimulate cooperation among students. Some of the best tools to gamify the classroom are: Kahoot, Plickers, Socrative, Quizizz, FlipQuiz.
Comics and computer graphics are resources that can help in the process of motivating students and in the development of different skills. Programs such as Pixton or Infogram allow you to put these skills into practice. Plickers, Socrative, Quizizz, FlipQuiz.
It is important to reflect on the use and management of different mobile applications to promote the inclusion of the smartphone in the classroom. Mobile devices make it easier for students to engage more effectively with academic subjects and to tweet or disseminate the content studied in the classroom through their social networks.
This includes the opportunities and threats afforded by citizen journalism to promote plurality of opinion in the face of information from the mainstream media.
The importance of raising public awareness of copyright on the Internet and the importance of referencing any type of material -visual, audiovisual, multimedia- accessed on the web.
It is a tool that offers multiple educational options to visualise different contexts and their geographical locations
The ability to write code using different languages is one of the 21st century competencies that are necessary to work effectively in any field. It is important to include it as part of media and information literacy programs.
This teaching method encourages learning outside the classroom and promotes students’ application of skills during classes. The inverted classroom gives the student a more active role in his or her own learning process and is not only a passive receiver of content.