Assessing Digital Skills and Competencies For Different Groups and Devising A Conceptual Model To Support Teaching and Training
Assessing Digital Skills and Competencies For Different Groups and Devising A Conceptual Model To Support Teaching and Training
1 Introduction
Nowadays data, information and knowledge have been widely digitalized which makes
it easier to be accessed by almost everyone. According to [2] in 2019 there are more
than 4.3 billion internet users, including 3.4 billion active social media users and
approximately 3 billion mobile social media users. With an increase of 3.1% from the
previous year, there are more than 2.8 billion people purchasing goods via e-commerce,
where by penetration of consumer goods is 37% of total population.
To acquire and make use of digital resources, one must possess the appropriate
skills and digital competencies needed. However, it has also been observed that there is
a deficiency of those competencies. In order to assess the current situation, a literature
review of current trends and situations have been performed, which revealed that some
people cannot adequately assess their digital skills. Respondents incorrectly evaluate
their competences and usually over-estimate their skills. For example, in Austria, 94%
of survey participants assessed their general computer skills as ‘average’ to ‘very
good’. However, in the practical test, only 39% of them scored on the presumed level
[1]. Obviously, the method of self-assessment of the digital skills and competencies
realized currently is not appropriate. As part of EU Education and Training Agenda
2020, in 2013, a digital competence model DigComp was created. This model is a
framework for developing and understanding digital competency in Europe, whose aim
is beside other things to create a common understanding of digital competence at
European level, that would promote social inclusion. DigComp describes which skills
and competencies are needed to use digital technologies in a confident, critical, col-
laborative and creative way thus accomplish the goals related to work, learning and
leisure in digital society. In order to do a thorough analysis of these processes, this
research study has been focused on a literature review of current trends and situations
related to the assessment of digital skills and competencies. Based on the review
performed, issues were identified and insights and recommendations have been stated,
discussed, and argued. The assessment of the digital skills cannot be performed through
a single component, and be tested with just one type of assessment, and this is crucial in
this process. Therefore, a flexible and integrated approach is quite necessary.
The aim of this study is to explore the required digital skills and competencies for
specific groups as youth, vocational training students, and elderly people, and devise a
conceptual model to support teaching and the training. It is based on the literature
review of current trends and situations used for the assessment of digital skills and
competences.
This paper is structured as follows. It starts with the introductory section, followed
by Sect. 2 that reports on the history, current trends of the digital competence and
related aspects. Section 3 summarizes three digital competence frameworks that have
been considered throughout the paper. Section 4 consists of learning and teaching
methodologies for digital literacy. Section 5 considers the instruments used to assess
digital literacy and competence. Section 6 provides a conceptual model. Finally,
Sect. 7 concludes the paper.
skills and attitudes”, stressing out the fact that key competences are those “which all
individuals need for personal fulfilment and development, active citizenship, social
inclusion and employment” [3].
In the Communication provided by European Parliament and Council on the Key
Competences for Lifelong Learning, the following definition of digital competence was
proposed: “Digital competence involves the confident and critical use of Information
Society Technology (IST) for work, leisure and communication. It is underpinned by
basic skills in ICT: the use of computers to retrieve, assess, store, produce, present and
exchange information, and to communicate and participate in collaborative networks
via the Internet” [3]. On the other hand, according to [4] digital literacy is defined as
the ability to access, manage, understand, integrate, communicate, evaluate and create
information safely and appropriately through digital technologies for employment,
decent jobs and entrepreneurship. It includes competences that are variously referred to
as computer literacy, ICT literacy, information literacy and media literacy.
According to [3] The concept of ‘digital competence’ (first acknowledged as a Key
Competence in December 2006, Official journal of the European Union) has been
described as a human right: “A multifaceted moving target, covering many areas and
literacies and rapidly evolving as new technologies appear. Digital competence is at
the convergence of multiple fields. Being digitally competent today implies the ability to
understand media (as most media have been/are being digitalized), to search for
information and be critical about what is retrieved (given the wide uptake of the
Internet) and to be able to communicate with others using a variety of digital tools and
applications (mobile, internet). All these abilities belong to different disciplines: media
studies, information sciences, and communication theories”.
Competence Area 0 - Devices and software operations result from the consultation
showed general agreement that a digital literacy framework should include compe-
tences needed for basic operations of devices and software, particularly in the context
of low-income and developing countries. The proposed addition of CA0 (Devices and
software operations) comprises two additional competences, 0.1 Physical operations of
digital devices and 0.2 Software operations in digital devices.
Competence Area 5 - DigComp 2.0 (solving technical problems) also involves the
operation of devices and software, while competence 5.5 refers to higher levels of
understanding and skills involved in the problem-solving process.
Competence Area 6 - Career-related competences frameworks which target adults
include career-specific competences, such as the use of digital technology in engi-
neering (e.g. computer-aided design/computer-aided manufacturing equipment) and in
education (e.g. use of Learning Management Systems). Career-specific knowledge,
skills and attitudes should be included depended on the specific socioeconomic context,
which also change over time. CA6, Career-related competences, is an addition to
DigComp 2.0, comprising competences 6.1 (Operating specialized digital technologies
for a particular field) and 6.2 (Interpreting and manipulating data, information and
digital content for a particular field). One advantage of the openness and flexibility for
this competence area is that countries can identify the competences required for eco-
nomic growth and development in targeted fields and in specific contexts.
Digital Intelligence (DQ) Framework (Global Standards for Digital Literacy,
Skills, and Readiness)
The Digital Intelligence (DQ) was formed by a coalition of a cross-sector cooperative
network of organizations comprised of Organization for Economic Cooperation and
Development (OECD), the IEEE Standards Association, and the DQ Institute in
association with World Economic Forum and launched on September 26, 2018 [7].
Digital Intelligence (DQ) is a comprehensive set of technical, cognitive, meta-
cognitive, and socio-emotional competencies grounded in universal moral values that
enable individuals to face the challenges of digital life and adapt to its demands.
The DQ Framework offers a holistic set of digital competencies with a systematic
structure as a reference framework. The aim is to enable any organization to adopt the
DQ Framework, and to be able to practically tailor the framework to meet their needs.
The DQ Framework is structured around two categories: “areas” and “levels” of
digital intelligence. Eight broad areas of one’s digital life have been identified: Digital
Identity, Digital Use, Digital Safety, Digital Security, Digital Emotional Intelligence,
Digital Communication, Digital Literacy, and Digital Rights. The competencies within
these eight areas can be further differentiated by three different “levels” of maturity -
Digital Citizenship, Digital Creativity, and Digital Competitiveness.
Assessing Digital Skills and Competencies for Different Groups 987
Learning and teaching for digital literacy consist of the ability to access digital media
and ICT, to understand and critically evaluate different aspects of skills: to create and
access contents, and to communicate effectively in a variety of contexts. Main elements
of learning and teaching that the learner will acquire at the end of the process are
categorized in three important categories: knowledge, digital skills and competencies
(see Table 3).
The Knowledge that the learner will obtain can be theoretical which involves
different concepts such as; scientific concepts, mathematical concepts, theorems and
axioms. The knowledge obtained can also be factual which is fact-based.
Digital skills that the learner will gain can be cognitive, which is accessed by
acquiring knowledge and understanding through thought and reflection. The other form
of digital skills can be practical skills which are accessed through applied methods and
experience.
The competences are divided into two forms: individual autonomy type and group
type. The first form being self-experience and self-directed activities and the latter,
group, guided and team-managed learning processes.
Table 3. Main elements of digital competences: knowledge, digital skills and competence type
Main Aspects/Forms
elements
Knowledge Theoretical Factual
Digital skills Cognitive Practical
Competence Individual autonomy type and socially Group (team) type and socially
type responsible level responsibility level
Lifelong learning strategies need to answer to the growing need for advanced
digital competence for all jobs and for all learners including the digital natives and
older generations and address the gap in between them. Learning digital skills not only
needs to be addressed as a separate subject but also embedded within teaching in all
disciplines and fields of study, scientific and art. According to [8] Building digital
competence by embedding and learning ICT should start as early as possible, i.e. in
primary education, by learning to use digital tools critically, confidently and creatively,
with attention paid to security, safety, and privacy. Teachers, educators in general need
to be equipped with the new digital skills and competence themselves, in order to
support this process. There is a need for Digital Skills and Competencies passport for
educators as well as for learners.
Educational policies should make sure that digital literacy in its widest sense is
included in educational curricula in primary and secondary education. Education
should start building digital competences as early as possible in primary education,
through learning to use digital tools confidently, critically and creatively.
988 X. Jashari et al.
In order to assess digital literacy or digital competence, nowadays there are numerous
instruments developed by national, regional, international and commercial agencies.
Based on [4] the mapping of cross-national and national ICT and digital literacy
frameworks, has found that the competences described in these frameworks can all be
mapped to the DigComp 2.0 framework. Therefore, these instruments can be mapped
as part of the proposed DLGF.
According to [4] the digital literacy assessment instruments that already exist were
developed to serve different purposes, starting from certification until the evaluation of
individuals or population groups, to research, and other purposes, and are structured
into four major assessment categories (see Table 4).
self-assessment grid can be used as a communication tool too, because it represents the
model in a brief and easy-to-grasp way [16].
According to [16] curricula and initiative developers can use this framework to
develop the digital competence of a specific target group. The level of abstraction of the
competences that are foreseen in the framework allows stakeholders to refine and
specify sub-competences in the terms they consider most appropriate for the target
groups or context. The framework could also be used as a reference tool to compare
existing frameworks and initiatives, in order to map which areas and which levels are
taken into account by a currently existing framework (or certification scheme, or
syllabi).
The shell of the DigComp framework is structured in five dimensions. These
dimensions reflect different aspects of the descriptors and different stages of
granularity.
These five dimensions are:
Dimension 1: Competence areas identified to be part of digital competence;
Dimension 2: Competence descriptors and titles that are pertinent to each area;
Dimension 3: Proficiency levels for each competence;
Dimension 4: Knowledge, skills and attitudes applicable to each competence;
Dimension 5: Examples of use, on the applicability of the competence to different
purposes.
Table 5. The overview and differences between DigComp 2.0 and DigComp 2.1. [17]
DigComp 2.0 (year 2016) DigComp 2.1 (year 2017)
Competence Competences Proficiency levels Examples of use (dimension 5)
areas (dimension 2) (dimension 3)
(dimension 1)
Five 21 competences Eight proficiency Examples of use of the eight
competence levels for each of proficiency levels applied to
areas the 21 learning and employment
competences scenario in the 21 competences
As shown in Table 5, DigComp 2.1 has eight proficiency levels for each of the 21
competences and provides examples of using them.
DigComp 1.0 Framework had three proficiency levels in Dimension 3 (1. Foun-
dation, 2. Intermediate and 3. Advanced). According to [17] these have now been
increased to eight levels in DigComp 2.1. A wider and more detailed range of profi-
ciency levels supports the development of learning and training materials. It also helps
in the design of instruments for assessing the development of citizens’ competence,
career guidance and promotion at work.
Eight proficiency levels for each competence have been defined through learning
outcomes using action verbs, following Bloom’s taxonomy and inspired by the
structure and vocabulary of the European Qualification Framework (EQF). Moreover,
Assessing Digital Skills and Competencies for Different Groups 991
each level description contains knowledge, skills and attitudes, described in one single
descriptor for each level of each competence (see Table 6); this equals to 168
descriptors (8 21 learning outcomes) [17].
1. Information: identify, locate, retrieve, store, organize and analyses digital infor-
mation, judging its relevance and purpose.
2. Communication: communicate in digital environments, share resources through
online tools, link with others and collaborate through digital tools, interact with and
participate in communities and networks, cross-cultural awareness.
3. Content-creation: Create and edit new content (from word processing to images
and video); integrate and re-elaborate previous knowledge and content; produce
creative expressions, media outputs and programming; deal with and apply intel-
lectual property rights and licenses.
4. Safety: personal protection, data protection, digital identity protection, security
measures, safe and sustainable use.
5. Problem-solving: 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.
Areas 1, 2 and 3 are rather for linear assessment while areas 4 and 5 are more
transversal. This means that while areas 1 to 3 deal with competences that can be re-
traced in terms of specific activities and uses, areas 4 and 5 apply to any type of activity
that is been carried out through digital means.
6 Conceptual Model
This section proposes a conceptual model for teaching and learning digital skills and
competences. This model strives for integrating two strands of research in technology-
enhanced learning. According to [5] Technology Enhanced Learning (TEL) refers to
the support of teaching and learning through the use of technology and can be used
synonymously with e-learning.
First, work and frameworks on digital skills and competences as described in the
previous sections are taken into account. This work describes which skills should be
learned, how they should be taught, and how they can be assessed. The research second
strand addresses research and practice of adaptive e-learning and personalization. This
strand provides models for learning general domain-related skills, such as mathematics
or science.
The conceptual model (see Fig. 1) integrates the digital skills framework with an
adaptive learning strategy. Traditional concepts for adaptive learning consist of user
models, content and domain models, and tutoring model [18, 20]. The domain model is
consisted of digital skills and domain knowledge. The content model includes infor-
mation about the available content that can be presented to the learner. The user (or
student) model includes characteristics and information about the student by whom the
content should be adapted. The tutoring model provides an adaptive strategy that
Assessing Digital Skills and Competencies for Different Groups 993
calculates learning paths out of the content and user model. An assessment (e.g.
knowledge tests) as a strategy that includes self-reporting and formal and informal
assessment, before and during the learning process gathers information for the user
model. More recent learning analytics initiatives include non-invasive assessment and
behavior tracking methods to gather user information that are used for direct feedback
to the learner [19].
In order to design a general framework for learning, teaching, and assessing digital
skills, we propose to enrich the traditional adaptation concepts with the digital skills
framework. The domain content would include either only content for learning digital
skills or a combination for digital skills and a different domain to be learned. This
allows both the teaching of digital skills in combination with or without a different
domain. The digital skills framework includes skills to be learned and also has refer-
ences to content objects. The user model includes information about currently available
digital skills, as well as other user characteristics needed for the teaching strategy. The
learning and teaching strategy includes a model that selects appropriate content based
on current available skills. The learning environment presents the selected content and
provides a user interface for the student. The assessment strategy module includes
different strategies to assess the current available skills. Based on Sect. 5, it provides
knowledge tests, self-assessment, and non-invasive strategies. The results are stored in
the user model.
Fig. 1. The conceptual model for learning, teaching, and assessing digital skills and
competences.
For exemplifying the conceptual approach, we present a use case that deals with
teaching digital skills in primary schools. The goal is to teach basic skills to understand
data. To this end, several content modules are created that allow the pupils to interact
with weather data. In particular, modules are created that can be used to get an
994 X. Jashari et al.
overview of all data, to filter data, to represent data with different graphical diagrams,
and to perform simple statistical analyses. Digital skills are defined as skills that are
trained with each module. These skills are also related to the DigComp framework.
A pedagogical model that provides a story line for the usage of the content modules.
For example, a student could start with filtering temperature data within a certain time
frame, viewing the filtered data as bar chart and line chart, and calculate the mean value
of the filtered data. After such a learning sequence, the pupil is asked to answer some
questions about the performed actions. In addition, the log data of the interactions with
the modules are analyzed by assessment component. Both assessment types lead to an
update of the user model regarding the available digital skills. Based on this update, the
teaching strategy can focus on presenting certain content modules to learn missing
skills or improve existing ones (e.g. by selecting certain diagram types).
7 Conclusion
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