CREATE A BRIGHT FUTURE IN TECHNOLOGY.
Help Develop Digital Skills. Build a Solid Technical Foundation. Ignite Student Learning.
LIVING IN A DIGITAL WORLD
Digital Native is a common term used to describe those who have been brought up during the digital age of technology, and are therefore more familiar with computers and the Internet. However, how confident are you that your students are prepared to live in an increasingly digital world? Simply being aware of technology is no longer good enough – your students must also understand how to use it.
And IC3 Spark is the answer.
With a focus on primary aged children, the IC3 Spark certification addresses the same foundational concepts as its precursor – the IC3 Digital Literacy Certification. While both certifications target issues arising from the increasing demands of technology, IC3 Spark is created for younger children who may be new to computers and the Internet, or who lack a solid foundation in digital concepts.
IC3 SPARK CERTIFICATION
Similar to the IC3 Digital Literacy Certification, IC3 Spark consists of three exams that cover objectives spanning basic computing skills, key applications, ad the use of the internet. While the two certifications share a similar.
IC3 SPARK IS THE FIRST STEP
The need for basic digital literacy skills is an issue that is becoming increasingly more relevant to a younger demographic. IC3 Spark delivers a viable solution for helping primary school aged children learn and adopt critical skills that will be necessary for their success in a world where technology is constantly changing.
As the first step in digital IC3 Spark is the ideal solution for helping students ignite a passion for technology and for helping them create a brighter future.
Covers skills for working in an Internet or networked environment.
Covers popular word processing, spreadsheet and presentation applications and the common features of all applications.
Covers a foundational understanding of computing.
Rather than assuming that youth have innate technical skills, parents, educators, and policymakers must collectively work to support those who come from different backgrounds and have different experiences.
By age eight, 90% of children have used a computer, 81% have played console video games, and 60% have played games or used apps on a portable device (cell phone, handheld gaming system, iPod, or tablet).