Includes resources that help teachers and students:
- Recognise intellectual property
- Apply digital information security practices
- Apply personal security protocols
- Identify the impacts of ICT in society
Recognise intellectual property –
Name: Common Sense Education
Description: Provide educators and students with the resources to expand their digital technology knowledge.
Platform: All – available online and app version.
Cost/Licensing: Free Online – Apps: Digital Citizenship iBook student – $2.99, teacher – $12.99.
Age/Stage: All (they have targeted year groups: K-2, 3-5, 6-8, 9-12)
Explanation: The Common Sense Education resource complies with Capability 1 “Applying Social and Ethical Protocols” by allowing students discover and interact with resources that teach digital literacy and learning techniques (for example, recognising intellectual property and copyright).
Critical Analysis: As a growing digital society, many new opportunities for education, employment and social interaction often arise. While this is generally seen as a positive movement in society, it generally requires citizens to act and behave appropriately within that society by respecting rights and responsibilities. Even with the numerous amounts of people that interact and learn through digital technologies, there are still some (often many) that don’t understand how to be a responsible citizen (Ribble, 2015). This resource teaches and informs people about the rights and responsibilities of being digital citizens and develops their understanding of what is required to gain a digital citizenship.
A link to the Digital Citizenship iBook Lesson: Download Now
Apply digital information security practices –
Name: DQ World
Website URL: https://www.dqworld.net
Description: DQ World is a learning platform that provides interactive lessons, games and activities for students to complete as they gain badges to complete their digital citizenship.
Platform: All – online resource & mobile platform.
Age/Stage: 3 levels which cater to age & experience (Primary)
Explanation: The DQ World resource relates to Capability 1 “Applying Social and Ethical Protocols” as it allows students to explore and learn about digital safety.
Critical Analysis: Students are provided the interactive tools to develop their understanding about cyber safety which includes identifying cyberbullying, valuing the concept of identity and privacy (ACARA, 2013, p.8). The use of instructional games about cybersafety can be used to clarify the importance of positive digital citizenship and to promote collaborative group learning (Robyler & Doering, 2010, p. 104). The importance of digital citizenship programs should be compulsory as the safety and security of students in using ICT is seen as paramount (Ribble, 2015).
Apply personal security protocols –
Name: Bullying No Way
Website URL: https://bullyingnoway.gov.au
Description: An Australian website that provides videos and teaching resources (lesson plans) about various types of bullying and preventative measures.
Platform: All – available online (no app).
Age/Stage: Stages 3-6
Explanation: This web resource meets Capability 1 “Applying Social and Ethical Protocols” as it enables students and schools to apply personal security protocols in an effort to limit and minimise bullying.
Critical Analysis: This website contains useful resources (e.g. videos, games, reference material and lesson plans)for teachers and students to help in the fight against bullying. The use of interactive games has shown to provide a range of positive learning benefits including, improved student motivation, concentration, confidence and learning outcomes (Lin, Wei, & Hung, 2012). This resource combines interactive media along with instructional experiences to ensure that information is processed and able to be demonstrated. In a growing digital environment, this resource provides relevant and real life experiences that connect with students.
Identify the impacts of ICT in society –
Description: An educational film set in a high school setting involving a group of teenagers who interact irresponsibly with their digital devices and learn to deal with the legal repercussions. The site also has a teacher companion resource and extra videos with each characters reflections.
Platform: All – available online and app version.
Age/Stage: Stage 5 & 6
Explanation: This resource meets Capability 1 “Applying Social and Ethical Protocols” as it can be used to highlight the misuse of digital devices among young adults. Students will be able to identify the impacts of ICT in society.
Critical Analysis: Roblyer & Doering (2014) acknowledge that cyberbullying has become an escalating problem. With the use of social media increasing among teenagers, the level of cyberbullying also increases. The point of using this film is to garner an emotional response from students who might be encouraged to re-think their online behaviours. It’s also important to highlight the legal aspects of the film, where supposedly innocent actions have a real life consequence. Again the role of a responsible digital citizen is highlighted to encourage the promotion of digital citizenship (Ribble, 2015).
Australian Curriculum Assessment and Reporting Authority (ACARA). (2013). Information and communication technology (ICT) capability. Sydney. Australia. Retrieved 8 May 2017 from http://v7-5.australiancurriculum.edu.au/GeneralCapabilities/Pdf/ICT.
Bullying No Way (2017). Take a stand together banner [image]. Bullying No Way. Retrieved from www.bullying.gov.au
Common Sense Media (2017). Common sense education logo [image].Common Sense Education. Retrieved from https://www.commonsensemedia.org/educators/
Common Sense Media (2014, September 5). Copyright and Fair use animation. Retrieved from https://youtu.be/suMza6Q8J08
DQ Institute. (2017) Digital Intelligence Quotient [image]. DQ Institute. Retrieved from https://www.dqinstitute.org
DQ Institute. (2017, March 3). DQ and DQ World – Digital Intelligence Education for the Future Video. Retrieved from https://youtu.be/Y_XonvNOkOk
eSafety. (n.d). Tagged banner [image]. Classroom resources. Retrieved from https://www.esafety.gov.au/education-resources/classroom-resources/tagged
Lin, K. C., Wei, Y. C., & Hung, J. C. (2012). The effects of online interactive games on high school students’ achievement and motivation in history learning. International Journal of Distance Education Technologies (IJDET), 10(4), 96-105.
Media Heads. (2016, February 2). Bullying. No Way! 2016 community service announcement. Retrieved from https://youtu.be/8d__tZ0Ylw8
Office of the children’s eSafety Commissioner (2011, September 12). Tagged . Retrieved from https://youtu.be/TtEGAcLBTTA
Ribble, M. (2015). Digital citizenship in schools: Nine elements all students should know. 3rd Edition. Eugene, Oregon: ISTE.
Roblyer, M., & A. Doering. (2014). Integrating educational technology into teaching: international edition. 6th Edition. Pearson. Great Britain. United Kingdom.