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Digital Citizenship

Digital Citizenship
Digital Citizenship is a concept which helps teachers, technology leaders and parents to understand what students/children/technology users should know to use technology appropriately. Digital Citizenship is more than just a teaching tool; it is a way to prepare students/technology users for a society full of technology. Digital citizenship is the norms of appropriate, responsible technology use. Too often we are seeing students as well as adults misusing and abusing technology but not sure what to do. The issue is more than what the users do not know but what is considered appropriate technology usage. The topic of digital citizenship is certainly gaining momentum not only in the United States but around the world.

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theconversation Have you seen the how-to video of a teenage girl styling her hair that went disastrously wrong? She was obviously very disturbed by what happened, yet still uploaded the footage onto YouTube. Do you think a 45 or 50 year-old would upload an equivalent video of themselves? Nine Elements 2. Digital Commerce is the electronic buying and selling of goods and focuses on the tools and safeguards in place to assist those buying, selling, banking, or using money in any way in the digital space. Career and technical education use the tools of technology to show students the path for their future.3. Digital Communication and Collaboration is the electronic exchange of information. All users need to define how they will share their thoughts so that others understand the message. K-12 Digital Citizenship Curriculum NEW! Learn the fundamentals of digital citizenship through choose-your-own-adventure interactive experiences DIGITAL COMPASS - Where are you headed? The only educational game that gives kids the freedom to explore how decisions made in their digital lives can impact their relationships and future. Bring a blended-learning approach to teaching digital citizenship DIGITAL BYTES teaches teens digital citizenship through student-directed, media-rich activities that tackle real-world dilemmas. Teens learn from peers' experiences then create collaborative projects that voice their ideas for making smart choices online. Measure Student Learning with Interactive Assessments We offer THREE WAYS to assess student learning about digital literacy and citizenship.

Checklist for Evaluating Web Resources Is the Web a good research tool? This question is dependent on the researcher's objective. As in traditional print resources one must use a method of critical analysis to determine its value. Here is a checklist for evaluating web resources to help in that determination. CyberCops CyberCops is an educational, computer-based program that teaches students in Grades 7 & 8 about the risks and safety issues associated with Internet use. CyberCops assists students in acquiring the skills needed to recognize and respond to situations that threaten their personal safety and well-being as a result of using the Internet. CyberCops consists of two resources, Mirror Image (for Grade 7 students) and Air Dogs (for Grade 8 students). Each resource is designed to be used in a classroom setting and features a game that invites students to assist the real life characters in a truly interactive, gaming experience. The resource also includes a Parent/Teacher Guide, lesson plans that are directly linked to the Ontario Health and Physical Education Curriculum (2010), and tools for students to develop an Internet Safety Plan. Mirror Image is the first game in the CyberCops series.

Forget coding, we need to teach kids about digital citizenry "Stupid posts about embarrassing incidents or regrettable comments don't just go away because children grow up," writes Asher Wolf. Photo: Stocksy Growing up online is complicated. Social media profiles are increasingly being checked by university admissions boards, potential employers, government departments and insurance agencies. A throwaway comment made online by a child can be life-changing and almost impossible to scrub from the internet decades later. As advertisers, schools and government departments encourage the creation of digital identities for children, the content young people create can hang around like a malicious ghost for decades, searchable online for a lifetime to come.

Digital Citizenship: Making the Online World a Better Place Starts With You! Your students were born into a digital world. They are digital natives who turn to technology to ask questions, solve problems, and conduct most aspects of their daily lives. Just as we teach children to be good citizens–following rules of society–we must also educate and model good digital citizenship. Safe and responsible use of technology is a major component of a digital citizenship curriculum, as is understanding how technology can contribute to making the world a more positive place through collaboration, creation, and communication. To help support your curriculum, BrainPOP offers a Digital Citizenship Unit consisting of topics ranging from Digital Etiquette and Cyberbullying to Information Privacy and Social Media. Using BrainPOP’s Make-a-Movie, Make-a-Map, and Creative Coding tools in any of these topics, students seamlessly apply what they learn while allowing you to authentically assess their understanding.

CITE Journal for English Language Arts Endorsed by the National Council of Teachers of English (NCTE) and the Conference on English Education (CEE), the English section of the CITE Journal, or Contemporary Issues in Technology and English Language Arts Teacher Education, offers opportunities to engage in thought-provoking dialog about the issues connecting technology and English education. CEE members are engaged in the preparation, support and continuing education of teachers of the English language arts and literacy. As such, they understand the need to explore English education with and through technology. CITE (English) seeks to publish well-grounded, timely, and informative research manuscripts directly relevant to the field of English education.

Archived: Effects of Technology on Classrooms and Students A r c h i v e d I n f o r m a t i o n Change inStudent andTeacherRoles When students are using technology as a tool or a support for communicating with others, they are in an active role rather than the passive role of recipient of information transmitted by a teacher, textbook, or broadcast. The student is actively making choices about how to generate, obtain, manipulate, or display information. Technology use allows many more students to be actively thinking about information, making choices, and executing skills than is typical in teacher-led lessons. Moreover, when technology is used as a tool to support students in performing authentic tasks, the students are in the position of defining their goals, making design decisions, and evaluating their progress.

DDSB Digital Citizenship Bootcamp Published on 15 October 2012 Digital Citizenship is about displaying positive character traits in all online interactions. Mike Ribble, an expert on digital citizenship has broken the concept down into 9 important elements: Digital Access - making sure everyone has equitable access to technologyDigital Commerce - understanding the world of buying & selling onlineDigital Communication - we must make good decisions when faces with a world where we are connected almost 24/7Digital Literacy - we must teach our students to be comfortable with technology so they have the confidence to explore and tackle new technologies as they emergeDigital Etiquette - students must understand the norms assouciated with online conduct and interactionsDigital Law - we are legally reponsible for our actions online just as we are offline. (Information take from: Nine Themes in Digital Citizenship. Digital Citizenship: Using Technology Appropriately. 2010 - 2012.

Digital Footprint: not everyone is equal and why unis need to teach managing DF as a 21st century skill Australians are among the most digitally connected in the world and young people spend a lot of time online. Most young Australians have an extensive digital footprint, especially university students. Digital footprints are created through interaction with the internet and social media. Epic Guide To Game Based Learning Games are fun. We can use them to teach. It isn’t that hard.

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