Flavors.me : Create and share your digital world Fais-Gaffe, site conseil pour les enfants : utilisation d’Internet avec responsabilité L’agence Web française Studio Vitamine a récemment mis en ligne le mini-site Fais-Gaffe.fr, une initiative mentionnant 20 conseils à suivre par les enfants pour utiliser l’internet d’une manière responsable sur la base de 2 fois 10 items regroupés sous 2 thématiques : « … Sur Internet éclate-toi… » « … Mais surtout protège-toi ». Ces deux thèmes sont déclinés via deux rubriques avec un développement des conseils, des exemples et des liens sous la forme de fiches : Eclate-toi et Protège-toi. Le site Fais-Gaffe.fr propose en outre de télécharger un poster récapitulatif de ces conseils. Ce mini-site constitue un guide utile ne stigmatisant pas sur les dangers de l’Internet ; une nouvelle ressource à partager avec les publics des EPN (espaces publics numériques). Licence : Creative Commons by-nc-saGéographie : Poitou-Charentes Tags: adolescent, affiche, éducation au multimédia, enfant, glossaire
The Digital Citizen To be a citizen, of a country brings certain rights and responsibilities.In Rome, a citizen was exempt some taxes, protected against certain punishments, empowered with rights like voting, making contracts, marriage and standing for office. But with these rights also came responsibilities. The citizen of Rome had to speak Latin, pay taxes, serve jury duty, be registered and identified by birth certificate and census. They also had to up hold social responsibilities and be virtuous. Digital citizenship has similar benefits and responsibilities. A good digital citizen will experience the advantages of the digital world but like a citizen of a nation, they will be identifiable, speak using the appropriate language, serve his or her duty to judge what is appropriate within the laws of the land and ethical behavior, uphold their social responsibilities and be virtuous. This is being a virtuous citizen. Recommendation: Recommendations Recommendations. Recommendation. Recommendations
Right Question Institute - A Catalyst for Microdemocracy What is Digital Citizenship? NetSafe - Learn | Guide | Protect Drawing from the Key Competencies and Values in the New Zealand Curriculum and a growing body of research knowledge, NetSafe, in consultation with New Zealand teachers has produced this definition of a New Zealand Digital Citizen. A digital citizen: is a confident and capable user of ICT uses technologies to participate in educational, cultural, and economic activities uses and develops critical thinking skills in cyberspace is literate in the language, symbols, and texts of digital technologies is aware of ICT challenges and can manage them effectively uses ICT to relate to others in positive, meaningful ways demonstrates honesty and integrity and ethical behaviour in their use of ICT respects the concepts of privacy and freedom of speech in a digital world contributes and actively promotes the values of digital citizenship Digital literacy or the ability to understand and fully participate in the digital world is fundamental to digital citizenship.
What Students Will Learn In The Future What Students Will Learn In The Future by Terry Heick This is part 1 of the series “Responsive Teaching For A Changing World,” a 3-part series is sponsored by Adobe Presenter 9. They had nothing to do with the content–only asked that we include a link back to their platform, which you can see above. A lot is implied in the content areas we choose to disperse the world through. That’s essentially what classes and content areas are–perspectives to make sense of the world. These words and phrases that we now associate with schools, teachers, and assignments reflect our priority as a culture. The Past While that content changes some as students move from Kindergarten to 12th grade, in general the kinds of things we ask our 2nd graders to study is similar to what we have our high school seniors study. The “trivium” was designed to precede the Quadrivium (you guessed it–“the 4 ways”)–Arithmetic, Geometry, Music, & Astronomy. Content Should Reflect Cultural Values & Trends 1. 2. 3. 1. 2. 3. 4. 5.
Home | Global Digital Citizen Foundation Trillion-Dollar Footprint (6-8) Warm-up (10 minutes) ASK:How many of you have … sent a message or posted a comment online? EXPLAIN that filling out a form, sending an email to a friend, posting a photo, and pretty much everything one does online – even the simple act of visiting a website or using a search engine – leaves a trail. Play Video (10 minutes) DEFINE the Key Vocabulary terms digital footprint and imagery. SHOW students the “The Digital Footprint” video. Lighthouse: Search engines and social network sites can reveal a lot about people. DEFINE the Key Vocabulary terms persistent and invisible audience. REVIEW with students the concept that all of the information about someone online makes up his or her digital footprint, and that this information can be searched; copied and passed on; seen by a large, invisible audience, and can become persistent. Pick a Host (25 minutes) ARRANGE students into groups of four and give each group one copy of the Choose a Host Student Handout. Responses will vary. Wrap-up (5 minutes)
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Google must respect 'right to be forgotten' Internet companies can be made to remove irrelevant or excessive personal information from search engine results, Europe's top court ruled on Tuesday in a case pitting privacy campaigners against Google. The Court of Justice of the European Union (ECJ) upheld the complaint of a Spanish man who objected to the fact that Google searches on his name threw up links to a 1998 newspaper article about the repossession of his home. The case highlighted the struggle in cyberspace between free speech advocates and supporters of privacy rights who say people should have the "right to be forgotten" — meaning that they should be able to remove their digital traces from the internet. It creates both technical challenges and potential extra costs for companies like Google, the world's no.1 search engine, and Facebook. "We are very surprised that it differs so dramatically from the Advocate General's opinion and the warnings and consequences that he spelled out.
Not group work again!….How one subject fosters positive collaborative learning – Quality Learning and Teaching (Online) Does this sound familiar…… Groan, groan….not a group assignment again! Mature-age study, busy lives with jobs and families…and now they want us to actually communicate and collaborate with others to form a team project? Why can’t we just read the literature and write an essay….??? Isn’t that what we all think at first? Let’s consider and learn from the experience of ETL523 students how group work can be a positive learning experience. What were you trying to achieve? ETL 523 Digital Citizenship in Schools is a subject in the Master of Education (Knowledge Networks and Digital Innovation) degree. The goal was to create an online learning module using a collaboratively authored wiki. What did it look like? The final learning modules had 3 or more wiki pages of content that were rich with resources, including multimedia artefacts sourced globally as well as created by the students. Some positive outcomes from this group assignment are shared here in student reflective blog posts.
Nine Elements Nine Themes of Digital Citizenship Digital citizenship can be defined as the norms of appropriate, responsible behavior with regard to technology use. 1. Digital Access: full electronic participation in society. Technology users need to be aware that not everyone has the same opportunities when it comes to technology. 2. 3. 4. 5. 6. 7. 8. 9. Respect, Educate and Protect (REPs) These elements have also been organized under the principles of respect, educate and protect. Respect Your Self/Respect Others - Etiquette - Access - Law Educate Your Self/Connect with Others - Literacy - Communication - Commerce Protect Your Self/Protect Others -Rights and Responsibility - Safety (Security) - Health and Welfare If this was to be taught beginning at the kindergarten level it would follow this pattern: Repetition 1 (kindergarten to second grade) Respect Your Self/Respect Others Digital Etiquette Educate Your Self/Connect with OthersDigital Literacy Protect Your Self/Protect Others Digital Rights and Responsibility
Assignment one reflection | Learn, do, teach... When I told my daughters (aged 14 and 17) that my first assignment for ETL523 was a group project they both rolled their eyes and groaned. It seems they’ve both had bad experiences of group projects, feeling (rightly or wrongly) that they end up doing most of the work while others slack off. Then the 17-year-old said “Oh, it’ll probably be ok mum, ‘cause you’re old”! Well, I don’t know how much age or experience had to do with it but I have to say that I found this assignment to be a great experience, probably the most enjoyable one so far in this degree (this is my fifth subject). It was clear from the assessment rubric and online class meeting that this assignment was as much about learning about and through collaboration as it was about the particular aspect of digital citizenship we had elected to focus on. I feel very fortunate in finding myself in Team 5.2 with Karen, Glenda and Amanda. Team 5.2 hard at work There were a couple of frustrations, more technical than anything else.
edsurge If I had written this article two years ago, it would have been very different. Back then, I would have made (or felt like I had to make) a compelling case for why we should even consider the idea of incorporating video games into classroom instruction. Back then, I would have expected most readers to incredulously click to the next article. But today, Game-Based Learning (GBL) and Gamification are gaining some real traction in the teaching community. At the recent OETC conference, the organizers dedicated an entire wing of the convention center to the subject, and educators weren’t shy about their interest. When I presented on the subject at Common Ground 14, I had the dreaded “last-presentation-of-the-day” spot, but I was very pleased at the turnout and interest. Before we go any further, let’s get one thing straight: Gamification vs. Gamification vs. Gamification refers to the adoption of game-like principles when working outside of a gaming context. Why GBL in the Classroom?