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Vrije Universiteit Brussel Reconsidering digital skills: A theoretical questioning of the skills that define e-inclusion Iordache, Catalina; Baelden, Dorien; Marien, Ilse DOI: 10.13140/RG.2.1.3229.4007 Publication date: 2016 Link to publication Citation for published version (APA): Iordache, C., Baelden, D., & Marien, I. (2016). Reconsidering digital skills: A theoretical questioning of the skills that define e-inclusion. Brussels: Belgian Science Policy. https://doi.org/10.13140/RG.2.1.3229.4007 General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 30. Jul. 2021

Transcript of D.1.2. Reconsidering digital skills - VUB · Reconsidering!digital!skills! ......

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Vrije Universiteit Brussel

Reconsidering digital skills: A theoretical questioning of the skills that define e-inclusionIordache, Catalina; Baelden, Dorien; Marien, Ilse

DOI:10.13140/RG.2.1.3229.4007

Publication date:2016

Link to publication

Citation for published version (APA):Iordache, C., Baelden, D., & Marien, I. (2016). Reconsidering digital skills: A theoretical questioning of the skillsthat define e-inclusion. Brussels: Belgian Science Policy. https://doi.org/10.13140/RG.2.1.3229.4007

General rightsCopyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright ownersand it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights.

• Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portalTake down policyIf you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediatelyand investigate your claim.

Download date: 30. Jul. 2021

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Iordache,  Catalina;  Baelden,  Dorien;  Mariën,  Ilse    

iMinds  SMIT  Vrije  Universiteit  Brussel  

 

13/04/2016  

 

IDEALiC  Deliverable  D.1.2.    

   

 T  (NL)     +32  2  629  16  14  T  (FR)     +32  81  72  51  22  Website   www.idealic.be  Email     [email protected]  Twitter     idealic_be      

Reconsidering  digital  skills  A  theoretical  questioning  of  the  skills  that  define  e-­‐inclusion      

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The  research  pertaining  to  these  results  received  financial  aid  from  the  Federal  Science  Policy  according  to  the  agreement  of  subsidy  no.  BR/143/A5/IDEALiC  

   This   work   is   licensed   under   a   Creative   Commons   Attribution-­‐Non  Commercial  License,  which  means  that  this  work,  or  a  derivative  of  it,  may  be   copied,  distributed,   and  displayed  only   if   the   correct   credits  

are  provided  (i.e.  author(s)  name(s),  names  of  collaborating  institutions,  title  of  the  work,  URL  if  applicable,  and  link  to  the  CC-­‐BY-­‐NC  license)  and  only  for  non-­‐commercial  purposes.    

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1. Table  of  contents  

 

1.   TABLE  OF  CONTENTS  ..............................................................................................................  3  

2.   ABSTRACT  ...................................................................................................................................  4  

3.   INTRODUCTION  .........................................................................................................................  5  

4.   PERSONAL  ATTRIBUTES  AS  ESSENTIAL  ELEMENTS  OF  DIGITAL  LITERACY  ........  6  4.1.   AUTONOMY  .................................................................................................................................  7  4.1.1.   ACCESS  ........................................................................................................................................................  8  4.1.2.   SUPPORT  NETWORKS  ...............................................................................................................................  8  4.1.3.   GROUPS  AT  RISK  ........................................................................................................................................  9  4.1.4.   AUTONOMY  IN  DECISION-­‐MAKING  .........................................................................................................  9  4.1.5.   AUTONOMY  IN  ACTING  ON  SELF-­‐SELECTED  CHOICES  ......................................................................  10  4.2.   SELF-­‐DETERMINATION  ............................................................................................................  10  4.3.   SELF-­‐EFFICACY  .........................................................................................................................  11  4.4.   PROBLEM-­‐SOLVING  .................................................................................................................  13  4.5.   CONCLUSION  ............................................................................................................................  14  

5.   ANALYSING  DIGITAL  LITERACY  MODELS  ......................................................................  16  5.1.   RESEARCH  DESIGN  AND  METHODS  ..........................................................................................  16  5.2.   FINDINGS  ..................................................................................................................................  18  5.2.1.   DIGITAL  SKILLS  AND  COMPETENCES  ..................................................................................................  18  5.2.2.   FACTORS  THAT  INFLUENCE  THE  DEVELOPMENT  OF  DIGITAL  LITERACY  .....................................  23  

6.   DISCUSSION  AND  CONCLUSION  .........................................................................................  28  

7.   BIBLIOGRAPHY  .......................................................................................................................  29  

8.   ANNEX  1  –  MATRIX  ................................................................................................................  35  

9.   ANNEX  2  –  INDICATORS  .......................................................................................................  36        

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2. Abstract  

This  deliverable  D.1.2.  ‘Reconsidering  digital  skills:  a  theoretical  questioning  of  skills  that  define  e-­‐inclusion’   entails   a   theoretical   review  of   scientific   literature   that   focuses  on   conceptualizing  and  measuring  digital   skills.  Although  digital   skills   such  as   information   literacy,   strategic   skills,  button  knowledge  etc.  are  commonly  considered  as  key  skills   to   fully  participate  to  social  and  professional   life,   empirical   research   that   studies   to   what   extent   digital   skills   impact   life  outcomes   remains   scarce.   Therefore,   this   literature   review   will   concentrate   on   this   under-­‐researched  area  and  will   investigate  how  digital   competences  are   related   to  other   transversal  skills  –   i.e.  problem  solving  skills,   self-­‐efficacy  and  determination,  autonomy  –  also  considered  as  crucial   in  our  contemporary   society.  The   literature   review  will  question   the  added  value  of  these  transversal  skills  and  explain  if,  how  and  why  they  should  be  developed.    

The   first  part  of   this  deliverable  entails   a   theoretical   exploration  of   the  notions  of   autonomy,  self-­‐determination,   self-­‐efficacy,   and   problem-­‐solving   and   examines   to   what   extent   these  personal   attributes   are   relevant   for   the   discussion   on   digital   skills   and   digital   exclusion.   The  second  part  aims  at  examining  to  what  extent  these  notions  are  integrated  into  existing  models  on  digital  skills.  These  models  usually  aim  at  describing,  promoting  and/or  measuring  the  digital  skills   and   underlying   competences   that   are   needed   to   become   digitally   skilled.     A   quick-­‐scan  analysis   was   employed   in   order   to   analyse   13   digital   skills   models   and   the   digital   skills   they  promote,  which  were  translated   into  a  series  of   indicators.  The  models  selected  for  this  study  were  identified  through  an  extensive  review  of  academic  literature,  scientific  publications,  and  institutional  reports  and  studies.    

                                           

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3. Introduction  

The   ongoing   digitization   of   services   –   both   public   and   private   –   has   led   to   an   increased   risk  amongst   the   general   population   of   being   or   becoming   digitally   excluded   (van   Dijk,   2005;  Helsper,  2008;  Mariën  et  al.,  2013).  The  so-­‐called  digital  turn  is  posing  a  threat  to  all  individuals  who   do   not   have   the   necessary   skills   to   handle   the   digitization   of   the   various   life   domains  (Helsper,  2011).  Recent  studies  have  shown  that  the  socio-­‐economic  background  of  individuals  no   longer   solely   defines   digital   exclusion,   and   also   that   mechanisms   of   digital   exclusion   go  beyond  socio-­‐economic  vulnerable  groups  (Brotcorne  et  al.,  2009;  Schurmans  &  Mariën,  2013).  Moreover,  research  by  experts  in  the  field  such  as  van  Deursen  and  van  Dijk  (2014),  emphasizes  that  digital  skills,  and  the  ability   to  make  use  of  digital  media   in  an  autonomous  and  strategic  way,  are  of  increasing  importance  to  ensure  one’s  full  societal  participation.  This  move  towards  strategic   goals   and   added   value   gained   through   the   use   of   digital  media   is   also   visible   at   the  level   of   e-­‐inclusion   policies   that   have   shifted   from   the   mere   provision   of   physical   access   to  broader   societal   goals   such   as   empowerment,   inclusion,   and   participation   (Zillien  &  Hargittai,  2009;  Witte  &  Mannon,  2010;  Steyn  &  Johanson,  2011;  Mariën  &  Prodnik,  2015).    

The  IDEALiC  project  aims  to  address  these   issues  by  setting  the  future  scene  of  e-­‐inclusion  for  the   upcoming   years.   The   central   research   question   of   the   IDEALiC   project   is   how   e-­‐inclusion  policies   and   initiatives   can   provide   solutions   for   the   mechanisms   of   digital   exclusion   that  coincide   with   the   digital   turn.   Regarding   theory,   the   IDEALiC   project   aims   to   reach   updated  insights   on   the   crucial   aspects   that   define   the   autonomous   and   hence,   independent   use   of  digital  media,  by  studying  factors  such  as  problem  solving  skills,  soft  skills,  or  autonomy  in  the  learning  process,  in  relation  to  existing  frameworks  for  digital  skills.  An  underlying  hypothesis  of  the  IDEALiC  proposal  is  that,  in  today’s  digital  society,  autonomy  leads  to  empowerment  while  a  lack  of  autonomy  leads  to  vulnerability.  

This  deliverable  D.1.2.  ‘Reconsidering  digital  skills:  a  theoretical  questioning  of  skills  that  define  e-­‐inclusion’   entails   a   theoretical   review  of   scientific   literature   that   focuses  on   conceptualizing  and  measuring  digital   skills.  Although  digital   skills   such  as   information   literacy,   strategic   skills,  button  knowledge  etc.  are  commonly  considered  to  be  key  skills  in  order  to  fully  participate  in  social  and  professional   life,  empirical   research   that   studies   to  what  extent  digital   skills   impact  life  outcomes  remains  scarce.  Therefore,   this   literature  review  will   concentrate  on  this  under-­‐researched   area   and  will   investigate   how   digital   skills   and   competences   are   related   to   other  transversal   skills   –   i.e.   problem   solving   skills,   autonomy   –   also   considered   crucial   in   our  contemporary  society.  The  literature  review  will  question  the  added  value  of  these  transversal  skills  and  explain  if,  how,  and  why  they  should  be  developed.    

Priority  was  given  to  literature  that  encompasses  conceptual  frameworks  for  digital  skills,  with  an  emphasis  on  most  recently  identified  crucial  aspects  as  autonomy,  self-­‐efficacy,  soft  skills,  or  problem  solving  capabilities.  More  concretely,  this  literature  review  has  prioritised  articles  and  reports  that  are  reviewing  past  and  current  research,  comparing  research  results  from  different  disciplines,  assessing  empirical  research  methods,  indicating  new  research  directions  and  needs  for   improved  knowledge.  Moreover,  the   literature  review  was  based  on  a  diversified  selection  of  scientific  literature,  regarding  physical  form  –  e.g  articles,  books,  policy  and  research  reports  

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–  and  regarding  type  of  discipline  –  e.g.  communication  studies,  sociology,  anthropology,  policy  studies.  

The   aim   of   the   deliverable   is   twofold:   (1)   to   demonstrate   the   added   value   of   these   personal  attributes   for   the  development  of   digital   skills   and   competences,   and   (2)   to   examine   to  what  extent   they  already  are  part  of   existing  digital   skills  models   that  were  developed   to  describe,  promote,   and   measure   digital   skills   and   competences.   The   second   aim   is   based   on   the  hypothesis  that  these  types  of  skills  are  not  considered  in  established  digital  skills  models,  or,  if  they  are,  they  represent  a  recent  addition.  In  the  context  of  these  models,  we  discuss  both  skills  and  competences,  as  ‘competence’  has  been  defined  as  the  ability  to  apply  knowledge  and  skills  to  different  contexts,  such  as  work,  leisure,  or  learning  (Ala-­‐Mutka,  2011:18).  

The   first   part   of   this   deliverable   entails   a   theoretical   exploration   of   the   notions   of   soft   skills,  autonomy,   self-­‐determination,   self-­‐efficacy  and  problem-­‐solving  and  examines   to  what  extent  these   notions   are   relevant   for   digital   skills   and   digital   exclusion.   The   second   part   aims   to  examine  to  what  extent  these  notions  are  integrated  into  existing  models  on  digital  skills.  These  models   usually   aim   to   describe,   promote   and/or   measure   the   digital   skills   and   underlying  competences  that  are  needed  to  become  digitally  skilled.  A  quick-­‐scan  analysis  was  employed  in  order   to   analyse   13   digital   skills   models   and   the   digital   skills   they   promote,   which   were  translated  into  a  series  of  indicators.  The  models  selected  for  this  study  were  identified  through  an  extensive  review  of  academic  literature,  scientific  publications,  and  institutional  reports  and  studies.  The  quick-­‐scan  analysis  of  the  13  selected  digital  skills  models  resulted  in  a  matrix  that  contains  81  indicators  (Annex  1).  For  each  indicator  a  definition  was  provided  (see  Annex  2).  

 

4. Personal  attributes  as  essential  elements  of  digital  literacy  

Recent research and policy discussions highlight the need for new skills for working, learning, and participating in a society that is increasingly knowledge and service oriented. Transversal skills are particularly important, as is the ability to adapt, be innovative, and autonomous in the changing personal and professional environments. In this context, the EU “New Skills for New Jobs” initiative notes that ‘there is a growing demand from employers for transversal and cross-cutting skills, such as problem-solving and analytical skills, self-management and communication skills, linguistic skills, and more generally, "non-routine skills"’ (European Commission, 2008b in Ala-Mutka, 2011:39). These transversal skills are increasingly being recognized as essential in order to ‘encourage initiative rather than simple reproduction of received knowledge’ (European Union, 2010:5).

In line with this reasoning, and as previously mentioned, we believe that personal attributes are important components in the development of digital skills. Digital skills and underlying competences are necessary to fully participate in an increasingly digitized world. However, these also change rapidly nowadays, as a result of the fast-paced introductions of technological innovations in society (Van Deursen et al., 2011). The reproduction of previously acquired digital skills and underlying competences is

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therefore not always sufficient. In contrast, people should be able to autonomously take initiative to decide upon which digital skills are needed and how they will acquire those skills if they want to ensure their social, economic, cultural and political participation in today’s digitized society. But what does it mean to take initiative? According to the Cambridge Online Dictionary an initiative can be defined as ‘a new plan or process to achieve something or to solve a problem’ and as the ‘ability to use your judgment to make decisions and do things without needing to be told what to do’ (http://dictionary.cambridge.org/). In other words, taking an initiative requires having the personal and strategic skills that enable you to actively take your life into your own hands, to autonomously solve problems and to believe in your personal judgments to make decisions in order to achieve these things.

A number of theoretical concepts that are closely related to this interpretation are (1) autonomy, (2) self-determination, (3) self-efficacy, and (4) problem-solving. These concepts, or personal attributes, are not new and have been discussed elaborately in psychological and behavioural sciences since the 1970s and 1980s (see for instance Bandura, 1977; Deci and Ryan, 1985; D'Zurilla and Goldfried, 1971). The sections below examine how they can be relevant for the discussion on digital skills.

 4.1. Autonomy  

The Oxford Dictionary defines autonomy as freedom from external control or influence; independence (http://www.oxforddictionaries.com). The term has been used in a number of disciplines, either in relation to autonomous behaviour, autonomous development, or autonomous learning. In education, and particularly in language learning, autonomy has been described both as an attitude towards learning, and a capacity for independent learning (Dickinson, 1995:167). To demonstrate the former, independent or autonomous learners have been found to be more active in the learning process; they can identify and formulate their own goals, as well as tailor them to their own learning needs and interests (Wang and Peverly, 1986). As for the latter, this has been associated with detachment, critical reflection, decision-making, responsibility, and independent action (Dickinson, 1995; Little, 1991).

Autonomous learners clearly have a number of advantages compared to learners who require more assistance. It is therefore interesting to investigate which aspects support or hinder technology users in their process of autonomously acquiring digital skills and competences.

In the literature on digital skills, two main categories can be identified: (1) autonomous and unrestricted access to and use of digital tools, and (2) autonomy in decision-making and in acting on self-selected choices. These can be discussed under several aspects, as follows:

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4.1.1. Access  

Autonomous and unrestricted access to and use of digital tools can influence the development of digital skills and underlying competences in a number of ways. Research has shown that the freedom to access and use technology when and where one wishes to has a highly significant, positive impact on the use of digital tools and the development of digital skills (Hargittai, 2003). The question of access itself can be looked at from a number of angles. There is, of course, the matter of basic access to hardware and software; but there is also the matter of unrestricted access in terms of time, as well as unrestricted access to certain software or online channels and communities. Finally, there is the issue of quality of access. Although these elements are essentially interlinked, it is instrumental to consider the implications of each with regards to the possibilities for using digital tools, and how these can support the development of digital skills.

More points of access and better quality not only strongly influence basic operational skills, but also communication and content-creation skills, as they give users more control over the production process and support them in producing more content (Schradie, 2011 in Van Dijk and Van Deursen, 2014:82). In addition, Hassani (2006) has conducted research which clearly shows that those with more access points to the Internet ‘are more likely to engage in capital-enhancing online activities such as health-information seeking and online banking compared with those who have fewer locations at which they can use the Web’ (Hargittai, 2010:96). Individuals who can only use the Internet at school, in libraries, with friends, or in Internet cafés have less time to practice and experiment (Van Deursen and Van Dijk, 2011). Access restrictions usually result in a very targeted approach to using the Internet as users are often only concerned with achieving specific goals, such as doing homework or searching for information, thus limiting their exploration and experimentation with the technology (Eynon and Geniets, 2015). However, elements of play and experimentation can be of great importance: ‘What a person can accomplish with an outdated machine in a public library with mandatory filtering software and no opportunity for storage or transmission pales in comparison to what [a] person can accomplish with a home computer with unfettered Internet access, high band-width, and continuous connectivity’ (Jenkins, 2006:13). Moreover, mandatory filtering of certain media sites (i.e. social networking sites, downloading and streaming sites…) in public access points, such as in schools and libraries, keeps users from collaborating online or joining important types of social media (Hobbs, 2010).

4.1.2. Support  networks  

Autonomous use is not only influenced by access but also by the encouragement and support of users’ social networks, made up of family, teachers, and friends (Hobbs, 2010). Social context and the amount of social support to which a user has access can thus prove instrumental in the uptake and further individual usage of digital tools (Van Dijk and Van Deursen, 2014), providing both technical instruction and demonstration,

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but also moral support and encouragement, in a natural, fast, and convenient manner (Van Dijk, 2005). However, research conducted by Eynon and Geniets (2015) among teenagers partly contradicts this. Their results show that the element of autonomy may be lost in the process of social support, as peers may completely take over digital tasks instead of supporting their friends’ or colleagues’ autonomous use: ‘in some cases (…) peers seem to actually stymie the skill development of our participants by doing tasks on their behalf’ (Eynon and Geniets, 2015:12).

4.1.3. Groups  at  risk  

Users with different levels of physical and mental well-being are particularly challenged when it comes to autonomously accessing and using digital tools. With regard to access, the limited availability of tools and equipment adapted to these different levels represents a key barrier towards digital autonomy. Users with physical or mental disabilities are far less likely to have autonomous access to the Internet or possess the skills needed to autonomously use it compared to non-disabled people (Thoreau, 2006 in Van Deursen, 2010). According to Van Dijk and Van Deursen (2014:65), studies have shown that psychomotor difficulties of the elderly also affect the use of computer input devices such as the mouse and the keyboard, while impaired vision affects their use of computers and the Internet.

Organisations for the disabled have increasingly been calling for adjustments in hardware and software that will enable people with visual, hearing or mobility impairments to gain online access (Goggin & Newell, 2003 in Van Deursen, 2010). Adapted tools would not only ensure a more autonomous user access to the digital environment, but it would also be an important step towards gaining the necessary confidence for autonomous use. In this regard, students with disabilities have demonstrated passive behaviour as a result of following highly structured educational programmes where they lack control and perceive themselves as incapable of academic success (Walker and Bensen, 1995 in Fiedler and Danneker, 2007:2). This structured support from teachers can be of enhanced benefit to students but only as long as it allows them to experience autonomy, competence, and relatedness (Reeve, 2006 in Fiedler and Danneker, 2007:2). The same type of guidance would also benefit the development of digital skills, where support offered at school or in the family should aim to instil confidence in users, and help them achieve autonomy in digital use.

4.1.4. Autonomy  in  decision-­‐making    

Autonomy in decision-making has been identified as relevant towards reaching strategic skills, as ‘One must always be conscious of one’s own objectives (nobody else will do it for you) and strive towards them in order to get the most benefit from the internet. This means having the interest and perseverance to search for the best digital tools and media for one’s tasks, keeping one’s goals clear, and also adapting to and reflecting new circumstances when necessary, in the continuously changing technical environments and social practices for their usage’ (Ala-Mutka 2011:52). The notion of autonomy in decision-making can also be discussed in correlation to playful activities, as

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these can help users develop imagination, creativity, and decision-making skills, supporting reflective thinking about their own choices and their consequences (Hobbs, 2010:2).

4.1.5. Autonomy  in  acting  on  self-­‐selected  choices  

The second indicator, autonomy in acting on self-selected choices, is closely related to the previous, but focuses on the opportunities that users take towards an identified goal, and volition – the faculty and power of using their will. When discussed in an educational setting, student autonomy increases as teachers provide choice and acknowledge feelings (Reeve, 2006 in Fiedler and Danneker, 2007:2), while positive feedback can result in confidence and motivation: it shows students they are successful due to their own efforts (Fiedler and Danneker, 2007:2).

This indicator was also discussed as relevant to building collaborations: ‘self-organising communities provide opportunities to collaborative knowledge construction on almost any topic, but benefiting from it requires skills for personal reflection and autonomy together with collaboration skills. If no suitable opportunities are found, an active learner can set up a new group of its own in order to explore the topic and share ideas’ (Ala-Mutka, 2011:42).

4.2. Self-­‐determination  

The term self-determination is defined in the Oxford dictionary as the process by which people control their own life (http://www.oxforddictionaries.com). Along these lines, specialised literature describes it as the ability to define and achieve goals based on a foundation of knowing and valuing oneself (Cross, Cooke, Wood and Test, 1999 in Fiedler and Danneker, 2007:3). Research in education portrays students who are self-determined as ‘those who know who they are, what they want, and how to achieve their goals’ (Hong et al., 2011:175). Self-determination has been extensively studied in social psychology theories of human motivation (Deci and Ryan, 1985), such as in the Self-Determination Theory (SDT), according to which there are at least three universal psychological needs that are essential for optimal development and functioning: competence (to be effective), autonomy (to have choice and control over one’s life), and relatedness (to feel connected to others, loved and cared for) (Arnone et al., 2009:117; Deci and Ryan, 2012). Other research within the fields of psychology and sociology – in particular studies on minorities, groups at risk of exclusion, and people with both physical and mental disabilities – have linked self-determination to notions of self-advocacy, self-empowerment, and self-development (see Goodley, 1997, 2005; Skelton and Moore, 1999; Sprague and Hayes, 2000; Washington et al., 2012), emphasising the importance of self-determination for personal development and empowerment for people in vulnerable social and professional groups. Fiedler and Danneker (2007:3) have also identified a series of common characteristics in existing definitions of self-determination and self-advocacy (Test et al., 2005), such as the importance of self-knowledge,

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identifying one’s own likes, dislikes, wants, needs, strengths and limitations; individuals’ need for autonomy and control in decision making on personal matters; and the importance of having opportunities to express one’s needs and interests.

In the context of learning, self-determination can be approached as a ‘combination of skills, knowledge, and beliefs that enable a person to engage in goal-directed, self-regulated, autonomous behaviour’ (Field et al., 1998:2). In the case of digital skills, this would mean that knowledge and skills alone are not sufficient for the development of a comprehensive set of digital competences. Instead, a series of psychological and personal factors – such as self-determination, autonomy, intrinsic motivation, perceived confidence – influence both the learning process and the extent to which individuals are able to define which digital skills and tools they need in order to reach their personal and/or professional goals. Eisenman et al. (2005) claim that students who possess self-determination skills are more confident, and reflect more on their strengths and educational needs; to this end, they are more likely to achieve professional success and participate in social interactions. When applying the Self-Determination Theory to a study on perceived competence and reading enjoyment as contributors to information skills and digital technology knowledge, Arnone et al. (2009) have found that an inherent need for competence, autonomy to take responsibility towards fulfilling this need, and relatedness, in the form of connecting with others, feeling loved and cared for, are all elements which can support building motivation and confidence in one’s digital skills and knowledge.

In order for individuals to develop self-determination, a set of opportunities is required, in the form of underpinning competences and socio-economic factors (Fiedler and Danneker, 2007). To this end, youth from higher socio-economic backgrounds was found to be ‘naturally’ superior in their use of technology, due to the resources and assistance they have access to at home, thus further amplifying self-confidence in their knowledge, and their autonomy in digital usage at school, as they do not need to rely on teachers and peers to make up for a lack of experience at home (Jenkins, 2006:14).

 

4.3. Self-­‐efficacy  

The concept of self-efficacy derives from ‘efficacy’, defined as the ability to produce a desired or intended result (http://www.oxforddictionaries.com). Self-efficacy has been discussed extensively in social psychology literature as an individual's belief in his or her capacity to execute behaviours necessary to produce specific performance attainments (Bandura, 1977, 1986, 1997). It reflects confidence in the ability to exert control over one’s own motivation, behaviour, and social environment, and to succeed in a particular situation (Blades et al., 2012). Self-efficacy determines the goals people set for themselves, how much work they put into achieving them, and how long they persevere in the face of obstacles or failures (Bandura, 1993). Educational psychology discusses ‘perceived self-efficacy’, where the belief individuals have in their own skills can be as important to academic achievement as their actual skills (Bandura, 1993; Livingstone

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and Helsper, 2009). The term has also been discussed in the context of ‘computer self-efficacy’ and ‘IT self-efficacy’, referring to individuals’ beliefs about their abilities to competently use computers (Compeau and Higgins, 1995; Joshi et al., 2010). Bandura (1977) claims that performance improves as long as levels of anxiety lower and experience increases. Meier (1985) applied this theory to computer-based learning and confirmed that high levels of computer anxiety reduce the levels of self-efficacy, and this has a negative impact on user performance; in contrast, experience with computers improves performance and leads to higher self-efficacy (McInerney et al., 1994 in Brosnan 1998: 225).

Digital competence, discussed as a set of digital knowledge, skills and attitudes, ‘aligns best with the concept of personal competence in self-efficacy theory and is therefore an antecedent of digital self-efficacy’ (De George-Walker and Tyler, 2014:208). Self-efficacy can be thus linked to the discussion on digital competence, as perceived digital self-efficacy can support the learning of new digital skills, the motivation to take up a new digital service, and the confidence to make use of digital tools. As previously discussed, it can help build the belief in one’s operational skills, but also support the development of strategic skills, when focused on achievements. Scholars claim that the concept directly affects the development of digital competences as people with weak self-efficacy beliefs will demonstrate low levels of confidence in their ability to use digital tools, dissatisfaction with their Internet skills, or uneasiness to use the Internet. Moreover, they will be less likely to adopt and use the Internet than individuals with high levels of self-efficacy (Eastin & Larose, 2000 in Van Deursen, 2010:150).

Self-efficacy has been described both as a product and a constructor of experiences, as it incorporates a feedback loop where performance and its consequences become new sources of efficacy information (De George-Walker and Tyler, 2014:204). Confidence in one’s efficacy, through imagination and perseverance, can determine individuals to exercise more control, even when they encounter constraints, or have access to limited opportunities (Bandura, 1993:125). Therefore, the term has been used as a measure of overall confidence in digital inclusion studies, where high digital self-efficacy has been identified as a strong predictor of critical, social and creative engagement with digital content (Helsper and Eynon, 2013: 12). Studies have shown that older adults with higher technology self-efficacy were more likely to become Internet users, engage with social media, and adopt computer technology in general, as opposed to those with lower levels of confidence (De George-Walker and Tyler, 2014).

However, research has also shown the opposite to be true. For instance, the stereotype threat – the salience of negative stereotypes about one’s identity group in a performance domain (Kvasny et al., 2011:509) – that is often present in minority groups may have a negative impact on the beliefs in the ability to carry out tasks and engage in certain activities, which can result in a restricted use of digital tools: ‘It appears that having access to racial and ethnic identity-relevant information has important implications for users’ confidence in being able to seek, find, and interact with web-based information’. Indicators such as gender, race-ethnicity, disability or health status are already believed

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to be linked to poor ICT skills, for example women having lower operational and formal skills than men (Helsper and Eynon 2013). In this context, these indicators have also been closely linked to the formation of self-efficacy, thus negatively influencing the formulation of interests, choice, actions and goals (Lent et al., 2002 in Koumoundourou et al. 2012:270).

Self-efficacy has also been used as a measure for digital skills through self-assessment, with a focus on assessing the perceived level of competence of users. However, it has been suggested that self-efficacy measures confidence learned through socialisation, rather than reflecting actual skills (Bandura, 1982). The theory supports criticism regarding the use of self-efficacy as a proxy for digital skills (Hargittai, 2005; Livingstone and Helsper, 2009), as scholars have suggested that the self-assessment of skills has problems of validity and is a poor predictor of performance (Van Deursen, 2010). To this end, research has shown that males and the young tend to overrate their performance while women and the elderly tend to underrate it (Hargittai and Shafer, 2006), the measurement thus reflecting the respondents’ level of confidence in their skills, rather than their actual knowledge and use.

The same theory regarding confidence through socialisation has led Helsper and Eynon (2013) to draw a strong connection between self-efficacy and social media engagement. They suggest that general confidence in Internet skills could even be more important than actual skills because it stimulates users to get involved in more complex forms of online engagement, thus encouraging digital communication and collaboration with peers.

In the literature, the development of self-efficacy has also been discussed in direct connection to digital access: more access locations, a better quality of access, and a higher duration of online use have been found to encourage exploration and learning, and could potentially increase users’ digital confidence, self-efficacy and, as mentioned earlier, autonomy of use (Helsper, 2007; Livingstone and Helsper, 2009).

4.4. Problem-­‐solving  

Problem-solving has been defined as the process of finding solutions to difficult or complex issues (http://www.oxforddictionaries.com), but may also include ‘the ability to identify problems’ (Blades et al. 2012:12). The concept is discussed in the field of psychology as a behavioural process that provides a variety of responses for dealing with a situation, and that increases the probability of selecting the most effective solution among the alternatives identified. Research on the process has identified five stages of problem-solving: (a) general orientation, (b) problem definition and formulation, (c) generation of alternatives, (d) decision making, and (e) verification (D'Zurilla and Goldfried, 1971). Similarly, problem-solving has been defined in the educational field as ‘the processes used to obtain a best answer to an unknown, or a decision subject to some constraints’ (Woods et al., 1997:75). Cognitive-social problem-solving skills and

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strategies have been assessed as part of programmes aimed at enhancing prosocial development in school children, with a focus on interpersonal sensitivity, consideration of others’ needs, and means-end thinking (Battistich et al., 1989). Programmes for developing students’ problem-solving skills have also been researched, implemented, and evaluated at higher education level (Woods et al., 1997).

In the literature on digital skills, problem-solving is believed to have a positive impact on a number of levels. First, problem-solving skills can assist users in deciding which digital tools are appropriate to reach their goals. Second, a problem-solving attitude can enhance users’ abilities to use digital tools to solve conceptual problems. Third, problem-solving attitudes and skills can also assist users in addressing technical problems. In a report by the Institute of Prospective Technological Studies, one of the European Commission’s Joint Research Centres, Ferrari (2013) proposes a framework for developing and understanding digital competence in Europe. In this framework, problem-solving is described as one of the 6 key areas of digital competence. According to this report, problem-solving can be summarised as follows: ‘Identify digital needs and resources, make informed decisions on most appropriate digital tools according to the purpose or need, solve conceptual problems through digital means, creatively use technologies, solve technical problems, update own and other's competence’ (Ferrari, 2013: 32). The concept of problem-solving is then divided into a set of 4 sub-competences, namely (1) solving technical problems, (2) identifying needs and technological responses, (3) innovating and creatively using technology, and (4) identifying digital competence gaps (Ferrari, 2013). In other words, users that posses (digital) problem-solving skills will not only have an advantage on the operational, but also on the strategic level.

4.5. Conclusion  

From a conceptual viewpoint, it can be stated that the discussed concepts of autonomy, self-determination, self-efficacy, and problem-solving are highly intertwined. For example, there can be no autonomy without a certain degree of self-determination and self-knowledge. Problem-solving skills in turn are needed to decide upon the various options available and subsequently to enable a self-determined choice. Similarly, self-determination is characterized by having the necessary autonomy and control over one’s life choices.

The overview of how these personal attributes are defined also clearly highlights the importance of confidence. Being self-determined entails high levels of confidence through knowing who you are, what you want, what your strengths and educational/development needs are, and how to achieve your goals. A certain degree of self-efficacy reflects having the necessary confidence and a strong belief in one’s own capabilities. In the digital field, weak self-efficacy beliefs go hand in hand with low levels of confidence in the ability to use digital media and subsequently hamper fruitful interactions with digital media. Also, benefiting from the necessary resources in the

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home environment – unrestricted and quality access, motivational support, pedagogical assistance, freedom to experiment and be creative in one’s use of digital media – significantly contributes to the development of self-confidence, and enhances the construction of an autonomous use of digital media. High digital self-efficacy – having the personal control, confidence, motivation and perseverance to engage with digital media – is more likely to lead to a critical, social and creative use of digital media. It is suggested that high levels of perceived confidence in one’s own digital skills is more important than having a certain level of digital skills, because confidence encourages a more complex, creative and free engagement with digital media, and thus indirectly enhances the development of digital skills.

The overview additionally reflects a highly personal and goal-oriented interpretation of the discussed personal attributes. At the core of each concept is the individual need or aspiration that subsequently develops into processes of self-reflection and self-development. Lacking the necessary level of autonomy, self-determination or self-efficacy implies not possessing the ability to formulate one’s own interests, choices, actions or goals. Problem-solving however starts from a problematic constraint experienced at a personal level but is, once translated into more concrete characteristics, also linked to the identification of needs and competence gaps.

These observations imply that the need to reflect and identify one’s personal needs and wants, as well as one’s personal competence and skills gaps, represents a crucial first step when considering e-inclusion trainings. Without creating an initial level of consciousness and awareness about one’s personal digital skills level, the following steps towards developing problem-solving skills, autonomy, self-efficacy and self-determination will either be incomplete or will fail altogether. An additional issue that the analysis of the concepts only briefly touches upon, but that has a huge influence on processes of self-determination and self-efficacy, is the inherent need for self-development. If the motivation and the need to improve one’s personal competences and life are not inherently present, developing self-determination and self-efficacy will encounter obstacles that will consequently negatively impact the development of digital skills.

Finally, although the level of digital interaction and participation between users varies, it is important to take into account the different contexts in which they may develop or improve their digital skills. To this end, it is important to take a closer look at how the aforementioned personal attributes can contribute to the development of digital skills, and whether they are already part of existing conceptual models. As discussed above, autonomy, self-efficacy, self-determination, and problem-solving could all influence the construction of a solid foundation for the development of competences, by strengthening users’ confidence, their levels of motivation and self-knowledge, as well as their decision-making processes.  

 

 

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5. Analysing  digital  literacy  models  

While the first part of this report aimed to investigate how personal attributes and, in particular, skills related to autonomy, self-determination, self-efficacy, and problem-solving are relevant for the development of digital skills, the second part of this report examines to what extent these skills are integrated into existing models on digital skills, aimed at describing, promoting and/or measuring digital skills and competences. The sections below first discuss the research design and methods, followed by the findings from the analysis.

5.1. Research  design  and  methods  

The method used in this study is quick-scan analysis. Quick-scan analysis is a systematic but fast method that allows for a cross-case analysis of multiple small case studies, on the basis of a limited set of variables or indicators (Van Audenhove et al., 2015). The small case studies in this research are 13 digital skills models. Each of these digital skills models was analysed via document analysis in order to identify the indicators of digital skills they put forward. Across the 13 digital skills models, a total of 81 different indicators was identified and clustered into a matrix (see Annex 1). For each of these 81 indicators a definition was formulated (see Annex 2). The mapping of these indicators into a single matrix allows for an analysis of similarities and variances between the chosen cases as well as for an identification of the potential reasons behind the differences and similarities. In addition, the single matrix enables the creation of a broad overview of what concepts are put forward by the digital skills field and it facilitates gaining insights into how digital skills models – i.e. the description, promotion and measurement of digital skills and competences – has conceptually evolved over the years.

The 13 digital skills models that were selected for this study were identified by means of an extensive review of academic literature, scientific publications, and institutional reports and studies. This review was carried out through a systematic search in physical and online libraries and article databases for the following key words: ‘digital literacy’, ‘media literacy’, ‘information literacy’, ‘digital skill(s)’, ‘digital competence’, ‘digital framework’, as well as combinations and derivatives of these terms. Priority was given to works that promote their own models, are comprehensive in their discussion of digital skills and underpinning competences, propose methods for measuring digital skills, implement measurement studies, or analyse previous theory and empirical research within the digital skills framework.

While exhaustiveness is not the aim of a quick-scan analysis, a well-chosen purposive sample is. The 13 cases – or digital skills models – were selected on the basis of several criteria. Firstly, the models needed to be consistently referred to and acknowledged in specialised literature. Secondly, models needed to be relevant to the debate on digital skills through their conceptual novelty and their comprehensive

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analysis of a wide range of digital skills and competences. Thirdly, models should be presented as frameworks, following a certain layered structure of relevant knowledge, skills, and competences. Finally, the models needed to be published between 2004 and 2014. While this time span allowed the prioritization of more recent publications, it still allowed for the identification of evolutions within the models over time.

It should be noted that some of the selected publications are considerably lengthier and more comprehensive than others. It is important to consider that books on the topic (e.g. Van Dijk and Van Deursen, 2014), extensive academic works (e.g. Belshaw, 2011), or institutional reports (e.g. Ala-Mutka, 2011; Hobbs, 2010) discuss the topic in more detail, and thus consider a wider range of indicators, in comparison to more condensed works, such as journal articles (e.g. Calvani et al., 2008; Hargittai, 2007). The availability of more details in the original works obviously leads to a more detailed description in our analysis. In other words, variations in the length and depth of the selected publications are inevitably reflected in the matrix.

As mentioned above, the quick-scan analysis of the 13 selected cases resulted in a matrix that contains 81 indicators (Annex 1). For each indicator a definition was provided (see Annex 2) based on the descriptions found in the publications of the analysed models, and relevant literature in general, as well as online dictionaries. Some models discuss certain concepts under different names than the exact ones used in the matrix, but their definitions are similar to those used in the matrix (e.g. concepts such as computer literacy, technology literacy, ICT literacy are discussed under the indicator ‘knowing and using hardware’). For more clarity, some of these instances are mentioned under the Remarks column in Annex 2.

Table 1: Matrix of digital literacy indicators

Clusters

Digital skills and competences Factors that influence digital skills

Sub-categories

Operational, technical and formal Personal / psychological attributes

Information, cognition Personal / physical well-being

Digital communication Underpinning competences

Digital content creation Economic

Strategic Cultural

Other Social

Political

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In the matrix, the 81 indicators are divided into two main clusters, each with a number of sub-categories (see table 1). The first cluster represents a number of actual digital skills and competences and consists of 42 indicators divided into 6 sub-categories. The second cluster represents factors that can have an influence on whether or not users become digitally literate and consists of 39 indicators divided into 7 sub-categories.

The personal attributes discussed in the first part of this article – autonomy, self-determination, self-efficacy, and problem-solving – were categorized under both clusters of this matrix, and some of the concepts were discussed under more than one sub-category, as they were found to be relevant for different aspects of digital skills.

Finally, once the matrix was composed, the indicators were analysed. The aim of the analysis was to identify similarities and differences between the 13 cases; evolutions over time; and which elements are well and less well represented in the different cases. It should be noted that while at times numbers are used (e.g. x number of models mention y indicator), the analysis is not a statistical exercise. Numbers are used strictly to indicate variances between models and indicators more clearly.

 

5.2. Findings  

The sections below discuss the main findings of the cross-case analysis. Attention is first given to the indicators that are related to actual skills and competences, followed by a discussion of the indicators that influence the development of digital skills. It must be noted that not all the indicators that were identified and integrated into the matrix are discussed. Priority was given to findings that are most relevant to the purposes of this report. A full overview of the indicators, and the degree to which they are present in the different digital literacy models, can be found in Annex 1. In the discussion of the findings, references will be made to the extent to which indicators are mentioned in the different cases. When indicators are mentioned in more than 11 models, they are present in ‘many or a large amount’ of models. When they are identified by 7 to 10 models, they are part of a ‘fair amount’ of models and when they are mentioned by less than 7 models they are part of ‘some’ models (5-6) or ‘few to very few’ models (less than 5).

 

5.2.1. Digital  skills  and  competences  

The cross-case analysis clearly showed that some indicators related to digital skills and underpinning competences were mentioned quite often in the different digital skills models and that others only received limited attention. The sections below discuss these findings more in depth.

Technical and operational skills, such as knowing and using hardware and software, as well as digital tools and the Internet are at the foundation of virtually all digital skills models. Although many of the frameworks emphasise the fact that technology, or

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medium-related skills, are not necessarily the central elements, these are nevertheless a primary requirement for further digital use: ‘Content-related skills somehow depend on the medium-related skills because the absence of medium-related skills means that one will not even come to perform the content-related skills’ (Van Deursen, 2010:70). Furthermore, we can also observe a fair amount of attention given to skills related to privacy management and the protection of personal data. Research in the field of privacy has determined a trend that is particularly present in social networking sites (SNSs), where the responsibility is pushed towards the user (De Wolf et al., 2012). In this context, it becomes instrumental for individuals to understand the way their data and personal information is being shared, accessed by others, or used by governments and corporations; and, more importantly, they need to have the necessary skills to protect themselves from disclosing information they may not need, or want to: ‘it is crucial that users understand that those sites (without the appropriate privacy settings and critical skills) can lead to loss of control of personal data, and to having it delivered to third parties for commercial purposes’ (Ala-Mutka, 2011:10).

Information and cognition skills and competences also score high in mentions. The main focus is placed on critical skills – the analysis and evaluation of online information – that are present in all 13 models. Eshet-Alkalai (2004:99) goes as far as claiming that ‘the ability to evaluate and assess information properly has become a ‘survival skill’ for scholars and information consumers’. Several of the analysed frameworks (e.g. Ala-Mutka, 2011; Bawden, 2008; Calvani et al., 2008; Martin and Grudziecki, 2006) integrate elements from Gilster’s model (1997), the first to emphasise that digital skills were ‘about mastering ideas, not keystrokes’ (Bawden, 2008: 13). Many of the models also refer to these competences under the construct of ‘Information literacy’, which mainly incorporates the ability to search, locate, access, as well as disseminate relevant information, thus generally concerned with ‘how data and information in any format and form are managed, using different technological tools’ (UNESCO, 2013:30). Although they are more difficult to acquire, once developed, cognitive skills are not as prone to quick changes as operational, medium-related skills that need to keep up with the rapid and constant development of technical tools (Ala-Mutka, 2011).

In addition to critical skills, digital problem-solving skills are also relatively often mentioned in the analysed models. As previously discussed, problem-solving skills can have a positive effect on the development of digital skills and competences. In the digital skills models, problem-solving skills are defined as the ability to ‘identify digital needs and resources, make informed decisions on most appropriate digital tools according to the purpose or need, solve conceptual problems through digital means, creatively use technologies, solve technical problems, update own and other's competence’ (Ferrari 2013:32). Scholars have also claimed that the focus should not just be placed on autonomous problem-solving, as is currently the case in the educational system, but on collaborative problem-solving – working together in teams to complete tasks and develop new knowledge (e.g. Jenkins, 2006; Van Dijk and Van Deursen, 2014). They also discuss play as a form of problem-solving, as the capacity to experiment with one’s

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surroundings can help shape children’s relationship to their environment, as well as motivate alternative forms of learning (Jenkins, 2006). In the analysed cases the concept of problem-solving has also been discussed under two other categories, namely under personal and psychological attributes (i.e. problem-solving attitudes) and under underpinning competences (i.e. offline problem-solving skills). These concepts will be discussed later on.

Communication skills are very visible in the frameworks, most authors highlighting skills related to the construction and understanding of messages: ‘To read well, people need to acquire decoding and comprehension skills plus a base of knowledge from which they can interpret new ideas. To write, it is important to understand how words come together to form ideas, claims and arguments and how to design messages to accomplish the goals of informing, entertaining or persuading’ (Hobbs, 2010: 31). Considerable attention is also given to online interaction and collaboration skills. Jenkins (2006) claims a ‘Participatory culture’ is emerging ‘as the culture absorbs and responds to the explosion of new media technologies that make it possible for average consumers to archive, annotate, appropriate, and recirculate media content in powerful new ways’ (p. 8). Aside from communication skills that are necessary to convey messages and interact with online audiences, the skills to participate in online communities is therefore also important. This indicator was mentioned in a fair amount of digital literacy models and is also related to critical and privacy management skills. When participating in online communities, users need to be able to critically assess the information they consume and distribute.

Netiquette is also regarded as a necessary skill, as users need to know and follow rules on the appropriate and respectful way of communicating with others when using computer networks and the Internet. Belshaw (2011) refers to this type of skill as ‘cultural’ and describes it as a ‘need to understand the various digital contexts an individual may experience, different codes and ways of operating, things that are accepted and encouraged as well as those that are frowned upon and rejected’ (p. 207). It has also been suggested that netiquette is a mode of online behaviour that must be learned in practice, as no formal guidance is available (Van Dijk and Van Deursen, 2014: 34).

When discussing digital content creation, the skills to create and edit new content, construct new knowledge, and produce creative expressions are mentioned in a large amount of models, and seen as necessary for present day social participation, personal expression and professional activity. ‘Creativity with digital tools and media can benefit work, learning or hobbies by providing new and innovative means of carrying out tasks or presenting results. Being open to learn or invent, and to adapt and mould existing ways into new models is necessary’ (Ala-Mutka, 2011: 52).

A fair amount of digital skills models also discusses the integration and remixing of existing content as a relevant element in users’ development of digital competences. Eshet-Alkalai (2004) talks about reproduction literacy, or the ‘art of creative recycling of existing material’ (p. 96), which requires multi-dimensional synthetic thinking and aims to

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combine existing material in legitimate, original and creative ways. Often linked to this skill is the awareness and management of intellectual property rights (IPR) and licences, an indicator that was mentioned a fair amount of times in the analysed models. As the contemporary digital society is considered as one where personal communication and mass communication are converging (Castells, 2009), literature has highlighted the importance of being aware and respectful of the property rights of others. To this end, not only should users be aware of the existence of these rules regarding existing work, but they should also be able to understand the difference between various types of licencing, as well as correctly apply them to their own digital production (Ferrari, 2013).

The majority of frameworks also discuss the strategic skills of using information in order to reach personal or professional goals. Van Dijk and Van Deursen (2014) consider strategic skills to be the most advanced Internet skills, and claim they should be linked to notions of empowerment and decision-making, where users should be able to orient, decide, and act upon information in computers or retrieved online to reach a particular goal, and eventually derive personal or professional benefits. Strategic skills are built upon the previously discussed types of skills and competences, but are considered a higher stage in achieving educational, professional, and personal goals through the appropriate use of digital means (Martin and Grudziecki, 2006: 265).

At the other end of the spectrum, there are a number of digital skills and competences that have received attention in only few of the analysed models, such as for instance knowledge of where to seek assistance. Knowing were to seek help can however have a positive influence on the uptake of digital tools and on finding further support for learning how to use these tools. Knowing where to find help both online and offline is related to concepts such as autonomy and problem-solving. This knowledge could empower individuals to act independently in the development of their digital skills, to search for information, and to solve problems they may encounter (Mariën, 2016).

Also supporting others in developing digital competence is a skill that is only mentioned in a few of the analysed models. This skill is however important in an environment where technology evolves at a fast pace and where users as a result have to brush-up on their skills on a regular basis. Research has shown that technology users often depend on different support groups to develop skills and competences, outside of the formal education environment (Hobbs, 2010). Family members, teachers, friends, and co-workers all play a part in providing encouragement and hands-on assistance in various contexts (Van Dijk, 2005). Being able to support others in developing their digital competence is therefore an important skill in rapidly changing technological environments.

Managing a digital identity was also discussed by only very few of the analysed models. Nevertheless, digital environments provide an increasing number of opportunities for users to create various ‘public selves’ and use them in different spaces and contexts (Ala-Mutka, 2011: 41). Individuals can participate in a number of online communities using a different identity, avatar, or persona in each space (Belshaw, 2011). Therefore, they must be aware of the information they share when creating these images, and how

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this is accessed and traced online, in order to protect themselves, but also to ensure an effective and successful communication with others. Closely related to the ability of efficiently and safely managing a digital identity is the awareness of audience, indicator that was also only briefly discussed. Research in the domain of privacy and audience management has defined a series of levels that users should be aware of in their online activity. Firstly, there are the ‘usual’ audiences where matters of interpersonal privacy come into play. Users who are not knowledgeable about the open design of social media run the risk of downplaying the visibility of their online activity (De Wolf and Heyman, 2015). Boyd (2010) claims there are three dynamics caused by SNSs that users should be aware of: context collapse, invisible audiences, and the merging of the public and private spheres. In the socialisation process, people develop different contexts, such as family, friends, and colleagues; however, SNSs make it challenging to clearly differentiate between the three, thus creating difficulties for users to find the appropriate online behaviour for each context. Affordances of social media create invisible audiences, making users unaware of who is able to access their online performance, while boundaries between the private and public sphere are blurred through social media privacy management strategies (Lampinen et al., 2011). Secondly, people should be aware of who their audience is with regards to third parties. Information that people knowingly or unknowingly publish in the online realm may reach ‘silent listeners’ through apps (Stutzman et al., 2012; Wang et al., 2011) or advertisers. Research has shown that users are granted more options to control the information flow towards other users, than to third parties and service providers (Heyman et al., 2014). Users therefore benefit from having sufficient knowledge on the extent to which third parties can access their online data. Thirdly, scholars also discuss algorithmic control, which undermines the users’ power over their online image and communication, leaving the algorithm in charge of aspects of their daily lives (Beer, 2009). Lastly, the matter of online surveillance should also be considered by users, especially in light of recent disclosures regarding state surveillance (Greenwald and MacAskill, 2013), or the manipulation of users for research purposes, as is the case of the ‘Facebook experiment’ (Chambers, 2014).

Finally, the ability to identify digital competence gaps, discussed as a strategic competence, is also mentioned in only a few of the analysed models. However, as digital literacy needs vary according to particular life situations (Martin and Grudziecki, 2006) and change with the introduction of new innovations, the development of digital skills and competences is a lifelong process for which each individual needs to take personal responsibility (Ala-Mutka, 2011: 42). Users must be able to reflect on their level of competence, in order to identify the direction in which they need to further develop, towards reaching personal and professional goals in the current digital age. To this end, the DIGCOMP project proposes a detailed self-assessment grid as a tool for users to describe and understand how to improve their own level of digital competence (see Ferrari, 2013).

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5.2.2. Factors  that  influence  the  development  of  digital  literacy  

When discussing factors that influence digital skills notable variances can be found in the attention given to the different indicators.

The cross-case analysis points to a strong focus on (traditional) literacy, as an instrumental underpinning competence for the development of newer ‘literacies’, such as media, information, ICT, or digital literacy (Jenkins, 2006). Defined as a continuum of reading, writing skills, and sometimes also basic arithmetic skills, literacy is seen as an aspect of human rights, closely related to the universal right to education, social development, freedom of expression, and access to information (UNESCO, 2013:25). Media literacy has also been discussed by a fair amount of models. Media literacy can be defined as ‘an ability to deal with information formats ‘pushed’ at the user’ (Bawden, 2008:30). When users have to deal with information ‘pull’, other types of literacy come into play, such as information or digital literacy. Literature has discussed the various types of terms, such as media literacy, digital literacy, e-literacy etc., in close connection. However, no consensus has yet been reached on how exactly they relate to each other, where they overlap and where they may be incorporated by an overarching concept. Therefore, although in this context we discuss media literacy under the ‘underpinning competences’ heading, we take into account the complexity of the relationship between the terms, and refer in particular to the critical skills media literacy puts forward, as relevant to the subsequent development and correct use of digital skills.

A strong focus has also been placed on economic sources, such as education, an element seen as having a positive effect on all skills related to digital literacy (Van Deursen, 2010). Scholars believe that the meaning of digital literacy can change according to various educational settings, from basic to professional training, lifelong learning, or specialised training (Calvani et al., 2008). A lower level of education, often associated with a lower socio-economic status, will not only limit physical access to digital technology, but it will also impact users’ familiarity with, and interest in, developing digital skills (Hargittai, 2007). The higher educated have more chances of owning a computer, having high speed Internet access at home, and spending more time online (Buente and Robbin, 2008 in Van Deursen and Van Dijk, 2011). Studies conducted by Van Deursen et al. (2014) have also confirmed claims that users with higher educational levels were significantly more confident in developing all types of skills. Moreover, it has been highlighted that the formal education setting is relevant for the development of critical analysis, creativity and advocacy skills (Hobbs, 2010), which can bring added value to individuals’ attitude and activity online. Studies have confirmed that highly educated users are more likely to participate in critical types of engagement with the Internet and online social activities, as opposed to individuals with more basic education (Helsper and Eynon, 2013).

In the framework of digital skills, age and generation have always been discussed as relevant indicators. Even as the ‘digital natives’ debate (Prensky, 2001) has been found to lack sound empirical grounding (Bennett et al., 2008), the generation gap is still

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mentioned by many digital skills models as a factor that influences users’ uptake and use of digital tools: young people grow up with technology at home and in school and get to know the Internet at an early age and are thus more skilled than seniors who lag behind in digital skills and use of the Internet (De Haan and Huysmans, 2002 in Van Deursen and Van Dijk 2011:897). Studies have found age to impact the development of all types of skills: older individuals are less confident and feel less skilled, which influences their interest and use (Helsper and Eynon, 2013:13); they also underperform in their hypermedia navigation and their ability to decode graphic user interfaces (Eshet, 2002). However, nuances in analysing the influence of age have also been considered, as some studies have concluded that different generations may excel in different types of skills. Thus, while the elderly may indeed perform more poorly than younger generations in medium-related skills, such as operational and formal ones (also linked to age-related psychomotor difficulties and impaired eyesight, which affect their use of computer input devices (Van Deursen and Van Dijk, 2014), they have been found to perform better with regards to content-related skills, such as information and strategic skills, as they are more critical in their approach towards online information (Eshet, 2002), and reflect more on their personal and professional goals when making use of digital tools (Van Deursen and Van Dijk, 2014). Even at intragenerational level, older students have shown wider diversity of usage than younger ones, having reported to visiting more types of sites on a weekly basis (Hargittai, 2010:106).

Many models also identify creativity and innovation related skills as factors that influence digital literacy. Web 2.0 Internet applications provide users with plenty of new opportunities to be creative and innovative (UNESCO, 2013:57). Many users are already involved in creative digital expressions, such as digital sampling, skinning and modding, video making, fan fiction, zines, mash-ups etc. (Jenkins, 2006:8). However, with numerous possibilities for remixing existing work, there is ‘a growing challenge regarding the use of reproduction to create original, true, and creative work, both in art and in academia, and [that] opens new horizons for discussion of originality and creativity in the era of reproduction’ (Eshet-Alkalai, 2004:97). In this context, being creative can support users in a more complex usage of their knowledge, and an innovative application of their digital skills, towards producing original work.

Finally, a fair amount of models also recognize offline problem-solving and learning skills as aspects that influence digital skills. Although offline and digital problem-solving skills are closely related, they are discussed separately as possessing problem-solving skills in the offline world can have a positive impact on the development of digital problem solving-skills. In this context, a number of relevant elements related to offline problem-solving and learning skills can be found in psychological and educational studies, namely the ability to find orientation, formulate a problem and choose an appropriate solution, as well as elements of independent learning and personal development. Similarly, a playful, trial and error attitude, discussed as a separate indicator, can also be linked to the concept of problem-solving: ‘Part of what makes play valuable as a mode of problem-solving and learning is that it lowers the emotional stakes of failing:

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players are encouraged to suspend some of the real world consequences of the represented actions, to take risks and learn through trial and error (Jenkins, 2006:23).

While factors as (media) literacy, age, education, creativity and offline problem-solving and learning skills are mentioned by many of the analysed digital literacy models, there is a notable amount of factors that are only mentioned in a few of the analysed cases. For instance social networks and individual’s social participation and responsibility are mentioned in only a few of the models. Nevertheless, research has shown that social networks can act as support groups, providing users with much needed assistance, motivation, or even access, outside the formal education setting (Hobbs, 2010). Family members, friends, and co-workers can thus be regarded as highly influential of other people’s digital literacy (Van Dijk and Van Deursen, 2014).

Next, employment as an economic factor that influences people’s opportunities to develop digital literacy is only discussed in a few models and only in those that were developed after 2011. Yet, informal learning from the social environment is increasingly popular as a means of acquiring digital skills (Van Dijk, 2005). The working setting is not only a social environment where users can get informal assistance from colleagues; it is also an environment in which users are provided with equipment, high quality access, formal training opportunities, and technical support through a designated department or IT responsible (Van Dijk and Van Deursen, 2014). Eurostat data from 2010 show that in EU27, 52% of people who were employed used computers, and 94% enterprises had Internet access (Ala-Mutka, 2011:8), while studies conducted by Van Deursen et al. (2014) have found people who were employed full time to have the highest digital skill levels (together with students).

Other indicators related to economic factors, such as quality of access and the amount of use time are only discussed in a few digital literacy models. Yet, while Van Deursen (2010) found that Internet experience mainly contributes to the improvement of operational and formal skills (and not so much to cognitive or strategic skills), other research has found that better quality access, in the form of more access locations, faster connectivity, high processing power etc., does facilitate greater use and self-efficacy, by encouraging confidence, exploration and learning (Facer and Furlong, 2001 in Livingstone and Helsper 2009:5). Thus, users with low-quality access to technologies, especially at home, will develop less autonomy in their technology usage, and lower amounts of experience online, which negatively influences their level of digital skills (Eynon and Geniets 2015:3; Hargittai, 2010).

Next, the cross-case analysis identified many personal and psychological factors that can influence the development of digital literacy. These factors were however only mentioned in a minority of the digital literacy models. For instance, having a playful, trial and error attitude was only cited in a few models. Yet, Jenkins (2006) considers this attitude, which he defines as ‘the capacity to experiment with one’s surroundings as a form of problem-solving’ (p. 22) not only as a source of fun, but also a form of active engagement that encourages people to experiment and take risks (p. 24), which can be especially relevant for the uptake and use of digital technology. Gaming and playful

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activities are also seen as valuable additions to formal curricula, as they ‘promote imagination, creativity and decision-making skills, supporting people’s reflective thinking about choices and consequences’ (Hobbs, 2010:23). Moreover, self-study has been acknowledged as one of the most popular means to acquire digital skills, as it is, among other things, fast, natural, and convenient (Van Dijk, 2005). Learning by trial and error, or discovery learning (Van Dijk and Van Deursen, 2014:113) can complement knowledge and additional support received from formal and informal environments.

Motivation is another factor that is referred to in only a few models. Yet, according to Van Dijk and Van Deursen, motivation is the first stage in the appropriation of a new technology, and one of the two essential factors in determining digital media usage, alongside skills (Van Dijk, 2005; Van Dijk and Van Deursen, 2014:2). In addition, digital exclusion has also been linked to people’s lack of interest in taking up new technology, or using digital tools in a personal or professional context: ‘This relates to perception of the utility of these tools for oneself. If no need for new tools or processes is perceived, this easily leads into lack of interest in learning and in taking up new tools’ (Ala-Mutka, 2011: 43). Motivation is also important in the process of supporting others to develop digital skills; for example, parents who display high levels of interest and motivation can be of valuable assistance to their children’s development of media and digital literacy (Hobbs, 2010:21).

Next, flexibility and adaptability have received very limited attention in the models. The concepts can however be applied to a variety of contexts in which digital literacy may develop. Calvani et al. (2008) claim it is essential for users to be able to explore and face problems and new technological contexts in a flexible way (p. 187). Meanwhile, being able to adapt to different communication cultures has also been regarded as relevant for users’ level of participation; being prepared for different communication cultures in different digital environments is seen as important competence, particularly for new users (Ala-Mutka, 2011:41).

Finally, the cross-case analysis corroborates our assumption that digital skills models not (yet) fully recognize soft skills as factors that have an impact on the development of digital skills. Aspects related to autonomy, self-efficacy, self-determination and a problem-solving attitude were only identified in a limited number of digital literacy models. The cases that did mention one or more of these aspects were mainly developed after 2010.

As mentioned previously, autonomy can be discussed from different perspectives. Only very few cases integrated these perspectives in their models. Under the personal and physical well-being sub-category, autonomous access was mentioned in one model; while autonomous use in three; autonomy in decision-making was mentioned in three models, while autonomy in acting on self-selected choices only in two models. Yet, as already elaborately discussed above, these different aspects related to autonomy can have an important impact on the development of digital literacy.

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It is also worth mentioning that the availability of tools adapted to different levels of well-being was only cited by two of the analysed digital literacy models. In this regard, very few of the analysed digital literacy models pay attention to the autonomy of users with physical or intellectual impairments. When autonomy was discussed in this context, it was done briefly (see Belshaw, 2011), or it focused more on underserved groups, rather than specifically on people with disabilities (see Hobbs, 2010). Van Dijk and Van Deursen (2014) do discuss the difficulties encountered by people with physical and intellectual impairments more in detail, however they do not focus on autonomy as such. They claim this group must overcome a series of additional barriers related to access and skills, such as lack of accessible online content, costs of expensive and difficult to use assistive technologies, like screen readers, magnifiers, and connected Braille readers, and insufficient availability of assistance in order to obtain access and skills (p. 129-130).

Self-determination was not mentioned by any of the analysed models. Yet, as discussed previously, self-determination has a significant influence on the development of digital skills. Given the multiple resources and options the Internet provides, it is important for users to have the necessary skills for self-directed and goal-oriented activities: ‘Metacognitive skills for recognizing knowledge needs, determining objectives, planning the activities, reflecting progress and evaluating outcomes are in a crucial role in benefiting from the potential of digital environments. This is supported by skills to find valid and relevant options for learning through digital means (formal courses, self-study materials, community of practice), taking into account the desired type of learning outcome and its recognition’ (Ala-Mutka, 2011:42). Jenkins (2006) discusses the notion of empowerment as a result of making meaningful decisions in our everyday lives, understanding the choices we make and the impact they may have within the wider social and civic context. Moreover, a number of models include self-assessment as a means to measure digital skills and competences. Such a method incorporates notions of self-reflection on own digital literacy and skills development, as well as attitudes and personal qualities, including the ability to plan, execute and evaluate digital actions in the solution of life tasks (Ala-Mutka, 2011).

As discussed earlier, self-efficacy is a critical factor for personal agency and the exercise of self-control (De George-Walker and Tyler, 2014:203). The concept can be correlated with motivational constructs, choices and achievements (Joshi et al., 2010:4). As such, self-efficacy can have a significant influence on the development of digital literacy. Nevertheless, the term has not been identified under this name in any of the analysed models. But Hobbs (2010) does claim that the competence to compose and generate content is a result of – among other things – confidence in self-expression.

Finally, while digital and offline problem-solving skills are recognized in a fair amount of the digital literacy models as a cognitive and underpinning skill, respectively, the concept of a problem-solving attitude is mentioned in much fewer models. Problem-solving attitudes can assist users in acquiring knowledge and developing new skills, especially when they are dealing with a new environment, such as the digital. In this context,

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problem-solving attitudes can be linked to elements like resilience, confidence, and a positive and proactive attitude. Examples of a problem-solving attitude include: taking an active approach towards solving problems, willingness to seek advice when problems occur, or the ability to find alternatives when problems cannot be readily solved (Ferrari, 2013:32).

When applied to digital skills, we have considered problem-solving from three different perspectives: digital problem-solving as a skill that can be developed by users in the process of becoming digitally literate; having a problem-solving attitude, which can influence the uptake and development of digital competences; and problem-solving together with learning skills, discussed as underpinning competences that can help build a solid foundation for a successful application of these skills and competences.

 

6. Discussion  and  conclusion  

The majority of the analysed models put emphasis on classically defined digital skills such as technical and operational skills, information skills, seen as the ability to critically engage with (digital) media content, content creation skills and strategic skills. The increased attention over time for issues such as privacy needs to be framed against the background of the new challenges that arise out of the introduction and use of social media. Societal and technological developments provide a frame that can be used to explain why certain indicators have gained more visibility over time or, on the contrary, why certain indicators are being given less attention than before. This however does not explain why only a minority of the frameworks emphasise the importance of autonomy, self-determination, self-efficacy, while problem-solving skills are mentioned more often. The cross-case analysis corroborates our hypothesis that digital skills models not (yet) fully recognise this type of personal attributes as factors that have an impact on the development of digital skills. However, the literature review on these concepts has shown that especially self-confidence and the ability to identify one’s own digital gaps, needs and wants, are crucial to making conscious choices about engaging or not engaging with specific digital media or (digital) media contents. Enabling a higher level of digital autonomy hence implies investing in the development of self-consciousness and self-esteem, self-reflexivity and the intrinsic motivation for self-development.

A shortcoming in the current models is the lack of attention to the notion of support. Only very few models highlight the importance related to giving and asking for support. In literature, the importance of support, and collaborative processes of skills development are mentioned as crucial for the development of new knowledge. It is clear that, in the future, more attention, reflection and integration into conceptual models of the notion of support networks and how to share different types of knowledge and resources is needed.

It is however important to approach the results of this report with caution. The importance given to concepts such as autonomy, self-determination, self-efficacy and problem-solving in the process of developing digital skills may too easily contribute to

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the trend of burdening the user with increased responsibility when dealing with digital media. However, the ability to deal with digital media in an intelligent, capital-enhancing and strategic way cannot and should not be the sole responsibility of the user, as technologies themselves, and the way they are designed, can create additional barriers and challenges. Moreover, not every citizen is born with the same cognitive capabilities, or benefits from a socio-economic background that allows for the same opportunities to support self-development. The emphasis on these personal attributes may also create the (false) impression that all individuals strive to improve their life condition, and are constantly eager to decide on and live according to the conditions required to achieve this. Finally, the discussion also requires a more critical view with regard to the reasons why people engage with digital media. The goal-oriented character of these personal attributes goes against a meaningless and leisure-oriented use of digital media, while it must be recognised that people’s engagement with digital media is not always rational and goal-oriented.

Designing e-inclusion solutions aimed at developing autonomy, self-determination, self-efficacy and problem-solving skills should take these different findings into account and use a highly user-centred approach that, without judgement and a predefined moral imperative, starts from personal interests, without immediately defining actual goals and capital-enhancing outcomes. Raising awareness about the potential added value of digital media, in whatever form, be it for leisure or other, is as important as stimuli for the further take-up and use of digital media. Raising awareness on what digital media might add to one’s life is a first step to raising consciousness about what one is lacking, or at a later stage, to enabling the identification of digital competence gaps.

 

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Hargittai,  E.   (2010).  Digital  Na(t)ives?  Variation   in   Internet  Skills  and  Uses  among  Members  of  the   “Net   Generation.”   Sociological   Inquiry,   80(1),   92–113.   http://doi.org/10.1111/j.1475-­‐682X.2009.00317.x  Hargittai,   E.   (n.d.).  How  Wide  a  Web?   Inequalities   in  Accessing   Information  Online.   Princeton,  NJ:  Sociology  Department,  Princeton  University.  Hargittai,  E.,  &  Shafer,  S.   (2006).  Differences   in  Actual  and  Perceived  Online  Skills:  The  Role  of  Gender*.   Social   Science   Quarterly,   87(2),   432–448.   http://doi.org/10.1111/j.1540-­‐6237.2006.00389.x  Hassani,  S.  N.  (2006).  Locating  digital  divides  at  home,  work,  and  everywhere  else.  Poetics,  34(4-­‐5),  250–272.  http://doi.org/10.1016/j.poetic.2006.05.007  Helsper,  E.,  &  Eynon,  R.  (2013).  Pathways  to  digital  literacy  and  engagement.  European  Journal  of  Communication,  28(6).  Helsper,   E.   J.   (2007).   Internet  Use   by   Teenagers:   Processes   behind   Social   and  Digital   Inclusion  (unpublished  PhD  thesis).  London  School  of  Economics  and  Political  Science.  Helsper,   E.   (2008).   Digital   inclusion:   An   analysis   of   social   disadvantage   and   the   Information  Society.  London,  UK:  Department  for  Communities  and  Local  Government.    Helsper,   E.   (2011).   Digital   Disconnect:   Issues   of   Social   Exclusion,   Vulnerability   and   Digital  (Dis)engagement.   European  Workshop:   Perspectives   of   Web   2.0   for   Citizenship   Education   in  Europe.  Networking  European  Citizenship  Education  (NECE).  Heyman,   R.,   De   Wolf,   R.,   &   Pierson,   J.   (2014).   Evaluating   social   media   privacy   settings   for  personal   and   advertising   purposes.   Info,   16(4),   18–32.   http://doi.org/10.1108/info-­‐01-­‐2014-­‐0004  Hobbs,  R.  (2010).  Digital  and  Media  Literacy:  A  Plan  of  Action.  A  White  Paper  on  the  Digital  and  Media   Literacy   Recommendations   of   the   Knight   Commission   on   the   Information   Needs   of  Communities   in  a  Democracy.  Aspen   Institute.  1  Dupont  Circle  NW  Suite  700,  Washington,  DC  20036.   Tel:   410-­‐820-­‐5433;   Tel:   202-­‐736-­‐5800;   Fax:   202-­‐467-­‐0790;   e-­‐mail:    [email protected];  Web  site:  http://www.aspeninstitute.org.  Hong,  B.,  Haefner,  L.,  &  Slekar,  T.   (2011).  Faculty  Attitudes  and  Knowledge  Toward  Promoting  Self-­‐Determination   and   Self-­‐Directed   Learning   for   College   Students   With   and   Without  Disabilities.  International  Journal  of  Teaching  and  Learning  in  Higher  Education,  23(2),  175–185.  Jenkins,  H.  (2006).  Confronting  the  Challenges  of  Participatory  Culture:  Media  Education  for  the  21st  Century.  An  occasional  paper  on  digital  media  and  learning.  (p.  72).  John  D.  and  Catherine  T.  MacArthur  Foundation.  Joshi,  K.,  Kvasny,  L.,  McPherson,  S.,  Trauth,  E.,  Kulturel-­‐Konak,  S.,  &  Mahar,  J.  (2010).  Choosing  IT   as   a   career:   exploring   the   role  of   self-­‐efficacy   and  perceived   importance  of   IT   skills.   In   ICIS  2010  Proceedings.  Paper  154.  Retrieved  from  http://aisel.aisnet.org/icis2010_submissions/154/  Koumoundourou,   G.   A.,   Kounenou,   K.,   &   Siavara,   E.   (2012).   Core   Self-­‐Evaluations,   Career  Decision   Self-­‐Efficacy,   and   Vocational   Identity   Among   Greek   Adolescents.   Journal   of   Career  Development,  39(3),  269–286.  http://doi.org/10.1177/0894845310397361  Kvasny,  L.,  Joshi,  K.,  &  Trauth,  E.  (2011).  The  Influence  of  Self-­‐Efficacy,  Gender  Stereotypes  and  the  Importance  of  IT  Skills  on  College  Studentsʼ  Intentions  to  Pursue  IT  Careers.  In  iConference  2011.  Seattle,  WA,  USA.  Lampinen,   A.,   Lehtinen,   V.,   Lehmuskallio,   A.,   &   Tamminen,   S.   (2011).   We’Re   in   It   Together:  Interpersonal   Management   of   Disclosure   in   Social   Network   Services.   In   Proceedings   of   the  SIGCHI   Conference   on   Human   Factors   in   Computing   Systems   (pp.   3217–3226).   New   York,   NY,  USA:  ACM.  http://doi.org/10.1145/1978942.1979420  Little,  D.  (1991).  Autonomy:  Definitions,  Issues  and  Problems.  Dublin:  Authentik.  

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8. Annex  1  –  Matrix  

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Totals

ESHET-­‐ALKALAI  (2004)

JENKINS  (2006)

DigEuLit  (Martin  &  Grudziecki,  2006)

HARGITTAI  (2007)

BAWDEN  (2008)

CALVANI  ET  AL.  (2008)

HOBBS  (2010)

BELSHAW  (2011)

ALA-­‐MUTKA  (2011)

DIGCOMP  -­‐  Anusca  Ferrari  (2013)

UNESCO  Global  Media  and  Information  Literacy  Assessment  Framework  (2013)

VAN  DEURSEN  &  VAN  DIJK  (2014)

VAN  DEURSEN,  HELSPER  &  EYNON  (2014)

INDICATORS

DIGITAL  SKILLS  and  COMPETENCES

OPERATIONAL,  TECHNICAL  AND  FORMAL 6 4 3 5 3 4 5 5 8 8 4 6 6Knowing  and  using  hardware 13 x x x x x x x x x x x x xKnowing  and  using  digital  tools  and  software 12 x x x x x x x x x x x xKnowing  and  using  the  Internet 11 x x x x x x x x x x xKnowledge  of  where  to  seek  assistance 4 x [x] x (x)Cross-­‐platform  navigation 3 x x xHandle  digital  structures 10 x x x x x x x x x xDevice  safety 4 x x x xPrivacy  |  protection  of  personal  data 10 x x x x x x x x x xINFORMATION  |  COGNITION 11 11 9 5 4 5 8 4 9 12 8 8 7Search 12 x x x x x x x x x x x xIdentify/Select 12 x x x x x x x x x x x xLocate 11 x x x x x x x x x x xAccess/Retrieve/Store 9 x x x x x x x x xOrganise 6 x x x x x x xSynthesise 5 x x x x xDisseminate  |  Share 11 x x x x x x x x x x xDistributed  cognition 6 x x x x x xMultitasking 1 xDigital  problem-­‐solving  skills 8 x x x x x x x xSupport  others  in  developing  digital  competence 2 x xAnalyse  and  evaluate 13 x x x x x x x x x x x x xTransmedia  navigation 4 x x x xDIGITAL  COMMUNICATION 7 9 4 6 5 6 8 8 8 9 8 9 7Encode/decode  messages 11 x x x x x x x x x x xConstruct  messages 13 x x x x x x x x x x x x xUnderstand  messages 13 x x x x x x x x x x x xExchange  messages/Share  content 13 x x x x x x x x x x x x xInteract/Collaborate  online 12 x x x x x x x x x x x xParticipate  in  online  comunities  &  networks 10 x x x x x x x x x xEfficiency  in  communication 6 x x x x x xManaging  a  digital  identity 5 x x x x xNetiquette 12 x x x x x (x) x x x x x xDIGITAL  CONTENT  CREATION 5 5 3 1 1 2 6 4 4 7 3 6 7Create  and  edit  new  content/Construct  new  knowledge 12 x x x x x x x x x x x xIntegrate  and  remix  existing  content 8 x x x x x x x xProduce  creative  expressions 11 x x x x x x x x x x xAwareness  of  purpose 4 x x x xAwareness  of  audience 4 x x x xAwareness  of  composition  techniques 7 x x x x x x xIPR  and  license  awareness  and  management 8 x x x x x x x xSTRATEGIC 1 0 2 0 1 1 1 0 2 2 1 1 0Use  information  towards  personal  or  professional  goals 9 x x x x x x x x xIdentify  digital  competence  gaps 3 x x xOTHER 1 1 0 1 0 1 2 1 2 3 1 0 0Personal  safety 6 x x x x x xProtection  of  environment 1 xParticipation  in  digital  citizenship 6 x x x x x x

FACTORS  THAT  INFLUENCE  DIGITAL  LITERACY

PERSONAL  |  PSYCHOLOGICAL  ATTRIBUTES 3 8 1 0 1 1 6 3 9 7 2 4 0Problem-­‐solving 4 x x x xSelf-­‐efficacy 0Autonomy  in  decision-­‐making 3 x x (x)Autonomy  in  acting  on  self-­‐selected  choices 2 x xPlayful,  trial  and  error  attitude 3 x x xEthics 6 x x x x x xMotivation 4 x x x xSelf-­‐determination 0Socio-­‐emotional  skills/literacy 5 x x x x xResponsibility 5 x x x x xCreativity  and  innovation 9 x x x x x x x x xFlexibility  and  adaptability 4 x x x xPERSONAL  |  PHYSICAL  WELL  BEING 0 0 0 0 0 0 1 1 1 0 0 3 0Availability  of  tools  adapted  to  the  different  levels  of  well-­‐being 2 x xAutonomous  access 1 xAutonomous  use 3 x x xUNDERPINNING  COMPETENCIES 3 4 4 0 3 2 5 1 3 3 2 4 0Literacy 11 x x x x x x x x x x xMedia  literacy 8 x x x x x x x xVisual  literacy 4 x x x xOffline  problem-­‐solving  and  learning  skills 8 x x x x x x x xResearch  skills 3 x x xECONOMIC 0 7 0 6 1 1 5 3 5 1 6 7 4Urbanisation 2 x xEmployment 4 x x x xIncome 6 x x x x x xEducation 11 x x x x x x x x x x xEducational  level  of  parents 3 x x x xAccess 8 x x x x x x x xQuality  of  access 5 x x x x x

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Amount  of  use  time 6 x x x x x xCULTURAL 1 6 0 0 1 0 5 3 6 4 5 5 2Ethnicity 6 x x x x x xGender 5 x x x xGeneration/age 9 x x x x x x x x xLanguage 4 x x x xInterculturality 5 x x x x xCultural  participation 4 x x x x xNorms  and  values 6 x x x x xSOCIAL 0 2 1 0 0 0 2 2 2 2 0 2 0Social  networks 7 x x x x x x xSocial  participation  and  responsibility 6 x x x x x xPOLITICAL 0 2 0 0 0 0 1 1 1 1 0 2 0Political  participation 2 x xCivic  participation 6 x x x x x x

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9. Annex  2  –  Indicators    

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DEFINITION  OF  SKILL/COMPETENCE REMARKS

Operational,  technical  and  formal

Knowing  and  using  hardwareKnowing  about  and  using  the  necessary  hardware,  such  as  computers  and  mobile  devices,  together  with  their  auxiliary  equipment.

This  category  also  refers  to  alternative  terms  used  in  literature,  such  as  computer  literacy,  technology  literacy,  ICT  literacy  etc.

Knowing  and  using  digital  tools  and  software

Knowing  about  and  using  an  Internet  connection  on  different  devices;  knowing  about  and  using  digital  tools  and  software:  being  able  to  use  a  modem,  and  the  different  types  of  hardware,  being  able  to  download,  install  and  uninstall  software  onto  computers  or  mobile  devices.

Knowing  and  using  the  Internet

Using  the  Internet  efficiently  towards  achieving  one's  goals  and  finding  the  sought  information:  using  browsers,  search  engines,  keyboard  shortcuts,  basic  commands  (new  webage,  next  webpage,  previous  webpage,  bookmarks,  donwload/upload  files  etc.)  (after  Van  Deursen  and  Van  Dijk  2010).

Also  Internet  or  network  literacy.The  competence  of  managing  and  benefiting  from  the  overwhelming  amount  of  information  and  resources  available  in  internet  (Ala-­‐Mutka  2011:  24).

Knowledge  of  where  to  seek  assistanceKnowing  where  to  seek  assistance  should  a  technical  problem  occur  when  using  the  Internet  (Van  Deursen  and  Van  Dijk  2010).

Cross-­‐platform  navigation The  ability  to  easily  alternate  between  different  media  platforms  using  digital  technology.

More  technical  skill,  different  from  Transmedia  navigation,  which  is  more  focused  on  information  and  content.

Handle  digital  structuresThe  skills  to  handle  the  special  structures  of  digital  media  such  as  menus  and  hyperlinks  (Van  Deursen  &  Van  Dijk  2010)

Hypermedia  and  branching  literacy  in  Eshet-­‐Alkalai  2004.

Device  safetyThe  ability  to  protect  own  devices  and  to  understand  online  risks  and  threats,  to  know  about  safety  and  security  measures  (Ferrari  2013).

Privacy  |  protection  of  personal  data

To  understand  common  terms  of  service,  active  protection  of  personal  data,  understanding  other  people's  privacy,  to  protect  self  from  online  fraud  and  threats  and  cyber  bullying  (Ferrari  2013).

Information  |  Cognition

Search The  skills  to  search  for  information  in  digital  media,  with  a  focus  on  efficiently  using  a  search  engine.

Hargittai  also  discusses  the  knowledge  of  what  is  already  available  online,  before  seaching,  from  open  access  software  to  free  information  and  content  (2007:  6).

Identify/SelectThe  skills  to  identify  and  select  the  relevant,  or  sought  after,  information  in  digital  media.  (What  is  the  information  needed?)

Locate The  skills  to  locate  the  relevant  information  in  the  online  domain.  (Where  is  the  information  needed?)

Access/Retrieve/StoreThe  ability  to  access/retrieve/store  the  information  found  online:  by  downloading,  loading,  streaming,  saving  etc.

Organise

The  ability  to  organise  information  and  data  for  easier  retrieval  (Ferrari  2013)To  organise  and  set  out  digital  resources  in  a  way  that  will  enable  the  solution  of  the  problem  or  successful  achievement  of  the  task  (Martin  and  Grudziecki  2006:  257).

Synthesise

The  ability  to  combine  information  in  order  to  obtain  a  more  complex  result.To  recombine  digital  resources  in  new  ways  which  will  enable  solution  of  the  problem  or  successful  achievement  of  the  task  (Martin  and  Grudziecki  2006:  257).

Disseminate  |  Share

The  ability  to  efficiently  share  and  disseminate  information  with  different  publics  (friends,  friends  of  friends,  public)  in  the  online  domain.To  present  the  solutions  or  outputs  to  relevant  others  (Martin  and  Grudziecki  2006:  257).

Distributed  cognition The  ability  to  interact  meaningfully  with  tools  that  expand  our  mental  capacities'  (Jenkins  2006:  37).

Belshaw's  cognitive  element:  'A  psychological  phenomenon  in  which  an  individual  interacts  with  an  objectively-­‐defined  form  of  literacy  (literacy  is  about  ‘expanding  the  mind’)  (Belshaw  2011)

Multitasking

The  ability  to  execute  more  than  one  program  or  task  simultaneously.In  a  rich  media  environment:  'scanning  for  relevant  shifts  in  the  information  flow  while  simultaneously  taking  in  multiple  stimuli'  (Jenkins  2006:  35).

Includes  the  importance  of  attention  as  a  cognitive  ability  (Jenkins  2006:  34).

Digital  problem-­‐solving  skills

 Identify  digital  needs  and  resources,  make  informed  decisions  on  most  appropriate  digital  tools  according  to  the  purpose  or  need,  solve  conceptual  problems  through  digital  means,  creatively  use  technologies,  solve  technical  problems,  update  own  and  other's  competence  (Ferrari  2013:  32).

Support  others  in  developing  digital  competence The  ability,  (willingness)  and  confidence  to  assist  others  in  developing  various  digital  skills  and  competences.

Analyse  and  evaluate

Comprehending  messages  and  using  critical  thinking  to  analyse  message  quality,  veracity,  credibility  and  point  of  view,  while  considering  potential  effects  and  consequences  of  messages  (Hobbs  2010:  19).Judgment  -­‐  the  ability  to  evaluate  the  reliability  and  credibility  of  different  information  sources  (Jenkins  2006:  43).

Includes  the  ability  to  reflect  on  own  use  (DigEuLit,  Belshaw,  Ferrari  etc.)

Brouwer  (1997)  sees  information  literacy  as  centred  around  critical  thinking  with  five  components:•  distinguishing  between  information  and  knowledge;•  asking  key  questions  about  information,  what  the  source  is  and  what  assumptions  are  contained  within  information;•  assessing  the  usefulness,  timeliness,  accuracy  and  integrity  ofinformation;•  nor  being  content  with  the  first  six  ‘hits’  on  a  search;•  questioning/checking  answers  provided  by  technology  tools  (Ala-­‐Mutka  2011:  26).

Moved  from  under  operational/technical/formal Transmedia  navigation

The  ability  to  deal  with  the  flow  of  stories  and  informa-­‐  tion  across  multiple  media  paltforms  (cartoons,  films,  video  games,  comics  and  trading  cards  on  the  same  topic).  It  involves  the  ability  to  both  read  and  write  across  all  available  modes  of  expression  (Jenkins  2006:  46-­‐48).

Multimodality  (Kress  2003)  -­‐  recognising  the  same  character  across  different  media  and  a  diversity  of  representations  (Spider-­‐Man  in  cartoon,  films,  comics  etc.).

Understanding  the  potential  and  limitations  of  ICT  (Ala-­‐Mutka  2011:  23).

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Communication

Encode/decode  messages The  ability  to  encode  and  decode  messages  using  digital  media.

Construct  messages The  skill  to  produce  content  in  different  formats,  platforms,  and  environments  (Ferrari  2012).

Understand  messages The  ability  to  understand  messages  received  using  digital  media. Photo-­‐visual  literacy'  (Eshet-­‐Alkalai  2004).  

Exchange  messages/Share  content

The  ability  to  exchange  meaning  with  other  humans  using  message  systems  such  as  e-­‐mail,  chat  boxes,  or  instant  messaging  (Van  Deursen  and  Van  Dijk  2014).To  share  with  others  the  location  and  content  of  information  found,  to  be  willing  and  able  to  share  knowledge,  content  and  resources,  to  act  as  an  intermediary  to  be  proactive  in  the  spreading  of  news,  content  and  resources  (Ferrari  2013)

(1)  commenting  in  response  to  material  created  and  shared  by  others  (blogs,  social  media);  and  (2)  posting  one’s  own  content  for  others  to  access  (editing  a  wiki  page,  joining  mailing  lists,  forums  etc.)  (Hargittai  2007).

Interact/Collaborate  online

The  social  ability  to  pool  knowledge  and  exchange  meaning  with  others  in  peer-­‐to-­‐peer  networking  and  the  ability  to  exchange  meaning  to  reach  decisions  and  realize  transactions  while  understanding  the  meanings  of  others/partners  (Van  Deursen  and  Van  Dijk  2014).To  use  technologies  and  media  for  team  work,  collaborative  processes  and  co-­‐construction  and  co-­‐creation  of  resources,  knowledge  and  content  (Ferrari  2013)

Potential  concerns  range  from  writing  a  clear  subject  line  that  maximizes  chances  of  receiving  a  response  to  not  divulging  too  much  information  in  certain  types  of  interactions  (knowledge  and  use  of  the  BCC  sending  option  in  email  use)  (Hargittai  2007:  5).Also  includes  online  collaboration  which  Jenkins  refers  to  as  'Collective  Intelligence'  (2006:  39).

An  awareness  of  other  people  and  our  expanded  ability  [throughnetworks]  to  contact  them  to  discuss  issues  and  get  help  (Bawden  2001  in  Ala-­‐Mutka  2011:  28).

Participate  in  online  comunities  &  networksThe  ability  to  participate  in  online  communities  and  social  media  networks:  accessing,  building  networks  of  friends  or  followers,  joining  discussions  etc.

Includes  Jenkins'  Networking  -­‐  the  ability  to  navigate  across  different  social  communities  (2006:  50).

Efficiency  in  communication The  ability  to  communicate  the  desired  message  to  the  right  online  audience  in  an  efficient  and  confident  way.

Includes  confidence  in  creating  content,  communications  and  expressions  (Ala-­‐Mutka  2011:  47).

Managing  a  digital  identity

To  create,  adapt  and  manage  one  or  multiple  digital  identities,  to  be  able  to  protect  one's  e-­‐reputation,  to  deal  with  the  data  that  one  produces  through  several  accounts  and  applications  (Ferrari  2013).

Explore  and  develop  a  digital  identity  (Ala-­‐Mutka  2011:  42).

NetiquetteKnowing  and  following  the  rules  on  the  appropriate  and  respectful  way  of  communicating  with  others  when  using  computer  networks  and  the  Internet.

Includes  Belshaw's  Cultural  skills  -­‐  The  need  to  understand  the  various  digital  contexts  an  individual  may  experience,  different  codes  and  ways  of  operating,  things  that  are  accepted  and  encouraged  as  well  as  those  that  are  frowned  upon  and  rejected  (2011:  207).

Content-­‐creation

Create  and  edit  new  content//Construct  new  knowledge

The  skills  to  create  content  of  acceptable  quality  to  be  published  on  the  Internet.  It  is  about  textual,  music  and  video,  photo  or  image,  multimedia  and  remixed  content  (Van  Deursen  and  Van  Dijk  2014).

Integrate  and  remix  existing  contentThe  ability  to  modify,  refine  and  mash-­‐up  existing  resources  to  create  new,  original  and  relevant  content  and  knowledge  (Ferrari  2013).

Digital  reproduction  literacy  is  the  ability  to  create  a  meaningful,  authentic,  and  creative  work  or  interpretation,  by  integrating  existing  independent  pieces  of  information  (Gilster,  1997;  Labbo,  Reinking,  &  McKenna,  1998)  (Eshet-­‐Alkalai  2004).Jenkins'  Appropriation  —  the  ability  to  meaningfully  sample  and  remix  media  content  (2006:  32).Belshaw's  Constructive  element  (2011:  208).

Includes  Responsible  and  ethical  attitude  for  digital  reproduction:  "This  requires  multi-­‐dimensional  synthetic  thinking  for  creating  new  combinations  from  existing  materials,  but  at  the  same  time  competence  to  consider  originality,  legitimacy  and  creativity  when  using  other  people’s  work  for  creating  one’s  own  expressions"  (Ala-­‐Mutka  2011:  41).

Produce  creative  expressions

To  express  oneself  creatively  through  digital  media  and  technologies  (Ferrari  2013).The  Creative  element  of  digital  literacies  is  about  doing  new  things  in  new  ways,  using  technologies  to  perform  tasks  and  achieve  things  that  were  previously  either  impossible  or  out-­‐of-­‐reach  of  the  average  person  (Belshaw  2011:  212).

Awareness  of  purpose Composing  and  generating  content  with  awareness  of  the  purpose  of  communication  (Hobbs  2010:  19).

Awareness  of  audience Composing  and  generating  content  with  awareness  of  the  audience  of  communication  (Hobbs  2010:  19).

Awareness  of  composition  techniquesComposing  and  generating  content  with  awareness  of  the  composition  techniques  of  communication  (Hobbs  2010:  19).

IPR  and  license  awareness  and  managementKnowledge  about  legal  and  ethical  issues  (copyright,  licences  and  citation  practices)  for  information  and  content  (Ala-­‐Mutka  2011:43  ).

Strategic

Use  information  towards  personal  or  professional  goals

The  skills  to  employ  the  information  contained  in  digital  media  as  a  means  to  reach  a  particular  personal  or  professional  goal  (Van  Deursen  &  Van  Dijk  2010).Benefit  from  ICT  for  personal  life  tasks  and  objectives  (Ala-­‐mutka  211:  28).

Digital  literacy  also  includes  the  ability  to  be  aware  of  oneself  as  a  digitally  literate  person  and  to  reflect  on  one’s  own  digital  literacy  development  (Martin  2006  in  Ala-­‐Mutka  2011:  29).

Identify  digital  competence  gaps To  understand  where  own  competence  needs  to  be  improved  or  updated,  to  support  others  in  the  development  of  their  digital  competence,  to  keep  up-­‐to-­‐date  with  new  developments  (Ferrari  2013).

Other

Personal  safety

The  knowledge  and  ability  to  avoid  unwanted  content  or  behaviours,  such  as  cyber-­‐bullying.The  ability  to  avoid  health  risks  related  with  the  use  of  technology  in  terms  of  threats  to  physical  and  psychological  well-­‐being  (Ferrari  2013).

Ferrari  (2013)  included  this  under  Netiquette

Protection  of  environment To  be  aware  of  the  impact  of  ICT  on  the  envionment  (Ferrari  2013).

Participation  in  digital  citizenship

To  participate  in  society  through  online  engagement,  to  seek  opportunities  for  self-­‐development  and  empowerment  using  technologies  and  digital  environments,  to  be  aware  of  the  potential  of  technologies  for  citizen  participation  (Ferrari  2013)

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Personal/psychological  attributes

Problem-­‐solvingTo  demonstrate  a  problem-­‐solving  attitude  towards  identified  problems;  often  linked  to  resilience,  confidence,  a  positive  and  proactive  attitude.

Self-­‐efficacy

Belief  in  one’s  ability  to  succeed  in  a  particular  situation  (Blades  et  al.  2012:  12),  often  used  in  studies  of  digital  inclusion  as  a  measure  of  overall  confidence  (Cheong,  2008;  Hargittai  &  Hinnant,  2008;  Broos  &  Roe,  2006)  (Helsper  and  Eynon  2013:  7)."Beliefs  in  one’s  capabilities  to  organize  and  execute  the  courses  of  action  required  to  produce  given  attainments”  (Bandura,  1997,  p.  3).  Proactive  behaviour  |  Initiative

Includes  initiative  and  self-­‐direction  (Ala-­‐Mutka  2011:  40).  Plan,  execute  and  evaluate  goal-­‐oriented  activities  (p.  42).Self-­‐efficacy  is  a  belief  about  capability  rather  than  actual  skills  (De  George-­‐Walker  and  Tyler  2014:  203).  

Autonomy  in  decision-­‐making The  ability  to  make  autonomous  decisions  in  a  given  situation.

"One  must  always  be  conscious  of  one’s  own  objectives  (nobody  else  will  do  it  for  you)  and  strive  towards  them  in  order  to  get  the  most  benefit  from  the  internet.  This  means  having  the  interest  and  perseverance  to  search  for  the  best  digital  tools  and  media  for  one’s  tasks,  keeping  one’s  goals  clear,  and  also  adapting  to  and  reflecting  new  circumstances  when  necessary,  in  the  continuously  changing  technical  environments  and  social  practices  for  their  usage."  (Ala-­‐Mutka  2011:  52).

Autonomy  in  acting  on  self-­‐selected  choices

Ability  to  autonomously  take  action  on  self-­‐selected  choices  and  control  decisions.Opportunities  to  take  action  based  on  self-­‐selected  choice  (i.e.  volition)  (Fiedler  and  Danneker  2007:  2).

Self-­‐organising  communities  provide  opportunities  to  collaborative  knowledge  construction  on  almost  any  topic,  but  benefiting  from  it  requires  skills  for  personal  reflection  and  autonomy  together  with  collaboration  skills  (Ala-­‐Mutka  2011:  42).

Playful,  trial  and  error  attitude

The  capacity  to  experiment  with  one’s  surroundings  as  a  form  of  problem-­‐solving'  (Jenkins  2006:  22).  Engagement  through  taking  risks  and  discovering  through  trial  and  error,  in  order  to  apply  what  they've  learned  to  new  contexts  (Jenkins  2006:  24).

Also  Belshaw's  Confident  element  -­‐  a  confidence  based  on  the  understanding  that  the  digital  environment  can  be  more  forgiving  in  regards  to  experimentation  than  physical  environments  (knowledge  and  use  of  the  Undo  button)  (2011:  210).

EthicsApplying  social  responsibility  and  ethical  principles  to  one's  own  identity  and  lived  experience,  communication  behaviour  and  conduct  (Hobbs  2010:  19).

Motivation The  process  that  initiates,  guides,  and  maintains  goal-­‐oriented  behaviours.  

Digital  divides  come  sometimes  from  the  non-­‐interest  of  people  or  groups  to  take  up  and  use  digital  technologies.  This  relates  to  perception  of  the  utility  of  these  tools  for  oneself.  If  no  need  for  new  tools  or  processes  is  perceived,  this  easily  leads  into  lack  of  interest  in  learning  and  in  taking  up  new  tools  (Ala-­‐Mutka  2011:  43).

Self-­‐determination

A  combination  of  skills,  knowledge,  and  beliefs  that  enable  a  person  to  engage  in  goal-­‐directed,  self-­‐regulated,  autonomous  behaviour  (Field,  Martin,  Miller,  Ward  and  Wehmeyer  1988:  2)  (Fiedler  and  Danneker  2007:  3).The  ability  to  define  and  achieve  goals  based  on  a  foundation  of  knowing  and  valuing  oneself  (Cross,  Cooke,  Wood,  and  Test  1999:  46)  (Fiedler  and  Danneker  2007:  3).

Self-­‐development  and  self-­‐empowerment,  self-­‐advocacy

These  definitions  share  several  common  characteristics  including:  -­‐  the  importance  of  self-­‐knowledge,  identifying  one’s  own  likes,  dislikes,  wants,  needs,  strengths  and  limitations;-­‐  the  need  for  autonomy  and  control  in  decision  making;-­‐  the  significance  of  having  opportunities  to  express  one’s  needs  and  interests  (Fiedler  and  Danneker  2007:  3).

Socio-­‐emotional  skills/literacy

The  ability  to  form  and  sustain  positive  relationships,  experience,  manage,  and  express  emotions,  explore  and  engage  with  the  environment.Willingness  for  sharing  and  collaboration.  Negotiation  and  task  management  (Ala-­‐Mutka  2011:  41).

In  order  to  acquire  this  skill,  users  must  be  very  critical,  analytical,  and  mature,  and  must  have  a  high  degree  of  information  literacy  and  branching  literacy.  Socio-­‐emotionally-­‐literate  users  can  be  described  as  those  who  are  willing  to  share  data  and  knowledge  with  others,  capable  of  information  evaluation  and  abstract  thinking,  and  able  to  collaboratively  construct  knowledge  (Eshet-­‐Alkalai  2004).

Responsibility Acting  responsibly  and  being  conscious  and  accountable  for  one's  own  actions  and  behaviour.

In  an  online  environment,  safety  and  ethical  issues  need  to  be  considered,  especially  when  they  can  publicly  affect  or  concern  other  people  (Ala-­‐Mutka  2011:  52).

Creativity  and  innovation Creative  and  innovative  attitutde  (Ala-­‐Mutka  2011:  40).

Flexibility  and  adaptability Taking  a  flexible  attitude  and  easily  adapting  to  new  situations  and  behaviours.

Personal  /  physical  well-­‐being

Availability  of  tools  adapted  to  the  different  levels  of  well-­‐beingThe  availability  of  tools/equipment  that  can  be  used  for  ICT  and  digital  access,  adapted  to  various  levels  of  physical  or  mental  well-­‐being.

Autonomous  access The  physical  and  mental  ability  to  access  ICT  and  the  Internet  in  an  autonomous  way.

Autonomous  use The  degree  to  which  use  is  controlled  by  the  user,  without  requiring  help  from  peers  or  external  support.

Underpinning  competences

Literacy Traditional'  forms  of  literacy  related  to  print  media,  such  as  reading  and  writing.

Media  literacy "The  ability  to  access,  analyze,  evaluate  and  create  media  in  a  variety  of  forms"  (Aufderheide  et  al.  1993)  .

Mostly  implies  an  ability  to  deal  withinformation  formats  “pushed”  at  the  user,  so  accounts  for  more  traditional  media  including  print  and  audio-­‐visual  media  like  radio  and  television  (but  can  also  include  the  Internet)  (Ala-­‐Mutka  2011:  26).  

Visual  literacy

"...has  developed  out  of  art  criticism  and  art  education,  and  was  initially  concerned  with  perception,  and  the  way  in  which  artists  and  designers  have  used  perspective,  ratio,  light,  colour  and  other  techniques  of  visual  communication"  (Martin  and  Grudziecki  2006:  252).

People  with  photo-­‐visual  literacy  have  good  visual  memory  and  strong  intuitive-­‐associative  thinking,  which  help  them  decode  and  understand  visual  messages  easily  and  fluently  (Eshet-­‐Alkalai  2004).

Problem-­‐solving  and  learning  skills

People  should  be  able  to  effectively  find  and  evaluate  learning  opportunities  for  their  current  needs,  in  both  the  professional  and  personal  sphere.  Furthermore,  they  should  have  the  skills  to  determine  learning  goals,  plan  and  carry  out  activities  and  achieve  desired  results  in  a  self-­‐regulated  process  in  the  multitude  of  possible  digital  paths  (Ala-­‐Mutka  2011:  51).

Research  skills

Among  other  things,  students  need  to  know  how  to  access  books  and  articles  through  a  library;  to  take  notes  on  and  integrate  secondary  sources;  to  assess  the  reliability  of  data;  to  read  maps  and  charts;  to  make  sense  of  scientific  visualizations;  to  grasp  what  kinds  of  information  are  being  conveyed  by  various  systems  of  repre-­‐  sentation;  to  distinguish  between  fact  and  fiction,  fact  and  opinion;  to  construct  arguments  and  marshal  evidence  (Jenkins  2006:  19).  

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Economic

Urbanisation Population  shift  from  rural  to  urban  areas,  urbanisation  of  society

Employment State  of  employment.Income Level  of  income.Education Level  of  education.

Educational  level  of  parents Level  of  parents'  education. Young  people  with  parents  who  are  more  highly  educated  have  higher  levels  of  digital  skills  themselves  (Gui  and  Argentin  2011).  

Access

The  freedom  to  use  the  technology  when  and  where  one  wants  to  (Hargittai  2003).  Access  restrictions  determine  a  targeted  approach  to  using  the  internet,  in  order  to  achieve  specific  goals,  with  very  limited  exploration  or  experimentation  (Eynon  and  Geniets  2015:  11).

Those  with  more  access  points  to  the  Internet  are  more  likely  to  engage  in  capital-­‐enhancing  online  activities  such  as  health-­‐information  seeking  and  online  banking  compared  with  those  who  have  fewer  locations  at  which  they  can  use  the  Web  (Hargittai,  2010:  96).

Quality  of  access

A  high  quality  of  access  enables  greater  autonomy  over  using  technology  and  amount  of  experience  of  being  online,  which  has  a  positive  influence  on  their  level  of  digital  skills  (Hargittai  2010)  (Eynon  and  Geniets  2015:  2).

Frustrations  caused  by  poor  quality  of  access  to  the  internet  made  people  feel  quite  negatively  about  the  internet  in  general  (Eynon  and  Geniets  2015:  7).

Amount  of  use  timeDirectly  linked  to  access,  the  amount  of  use  time  and  online  experience  can  impact  the  development  of  digital  skills  and  competences.

People  who  spend  more  time  online  will  acquire  more  knowledge  about  the  internet  and  thus  develop  better  online  skills  (Hargittai,  2002,  2005).  Moreover,  people  who  have  been  internet  users  for  a  longer  period  of  time  are  expected  to  be  better  at  finding  information  online  because  they  have  more  experience  to  draw  upon  (Hargittai,  2002,  2005).  

The  hypothesis  that  with  internet  experience  an  increasing  number  of  people  show  a  higher  level  of  internet  skills  –  is  only  supported  for  the  operational  internet  skills.  It  appears  that  formal,  information,  and  strategic  internet  skills  do  not  grow  with  years  of  internet  experience  (Van  Deursen  and  Van  Dijk  2011:  905).

CulturalEthnicity Ethnic  background.Gender Gender.Generation/age Age.Language Mother  tongue  and  foreign  languages  spoken.

Interculturality

The  ability  to  interpret  and  use  reading  and  writing  ascommunication  means  situated  to  a  specific  culture  and  context  (Bawden  2001  in  Ala-­‐Mutka  2011:  41).Flexibility  and  adaptation  to  different  digital  communications  cultures  (Ala-­‐Mutka  2011:  41);  acceptance  and  appreciation  of  diversity  (p.  47).

Includes  Jenkins'  Negotiation  —  the  ability  to  travel  across  diverse  communities,  discerning  and  respecting  multiple  perspectives,  and  grasping  and  following  alternative  sets  of  norms  (2006:  52).

Cultural  participation Active  participation  cultural  events  and  manifestations.Norms  and  values Cultural  norms  and  values  one  adheres  to.

Social

Social  networks To  benefit  from  participation  and  interaction  with  social  networks,  in  day-­‐to-­‐day  life.

Social  participation  and  responsibility To  assume  a  certain  degree  of  social  responsibility  and  participate  in  socially  relevant  matters.

Political

Political  participation Taking  part  in  activities  that  shape,  affect,  or  involve  the  political  sphere.

Civic  participation

Working  towards  making  e  a  difference  in  the  civil  life  of    communities  and  developing  the  combination  of  skills,  knowledge,  values,  and  motivation  in  order  to  make  that  difference.Civic  participation,  a  sense  of  social  justice  and  civic  responsibility  (Belshaw  2011:212).

In  the  context  of  the  digital  literacy  debate,  this  involves  the  ability  for  the  literacy  practices  resulting  from  new  technologies  and  tools  to  support  the  development  of  Civil  Society  (the  ability  for  people  to  use  digital  environments  to  self-­‐organise  into  social  movements)  (Belshaw  2011:213).