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Nine Elements of Digital Citizenship - 3 views

    • yanika scotton
       
      1. Digital Access:   full electronic participation in society. 2. Digital Commerce:   electronic buying and selling of goods. 3. Digital Communication:   electronic exchange of information. 4. Digital Literacy:   process of teaching and learning about technology and the use of technology. 5. Digital Etiquette:   electronic standards of conduct or procedure. 6. Digital Law:   electronic responsibility for actions and deeds 7. Digital Rights & Responsibilities:   those freedoms extended to everyone in a digital world. 8. Digital Health & Wellness:   physical and psychological well-being in a digital technology world. 9. Digital Security (self-protection):   electronic precautions to guarantee safety.
    • Roberto Dunn
       
      one page, lots of useful information!
  • In the 19th century, forms of communication were limited. In the 21st century, communication options have exploded to offer a wide variety of choices (e.g., e-mail, cellular phones, instant messaging).  The expanding digital communication options have changed everything because people are able to keep in constant communication with anyone else.
  • A renewed focus must be made on what technologies must be taught as well as how it should be used.
  • ...22 more annotations...
  • Learners must be taught how to learn in a digital society. In other words, learners must be taught to learn anything, anytime, anywhere.
  • Business, military, and medicine are excellent examples of how technology is being used differently in the 21st century. As new technologies emerge, learners need to learn how to use that technology quickly and appropriately. Digital Citizenship involves educating people in a new way— these individuals need a high degree of information literacy skills.
  • We recognize inappropriate behavior when we see it, but before people use technology they do not learn digital etiquette (i.e., appropriate conduct).
  • Many people feel uncomfortable talking to others about their digital etiquette.  Often rules and regulations are created or the technology is simply banned to stop inappropriate use.
  • It is not enough to create rules and policy, we must teach everyone to become responsible digital citizens in this new society.
  • Digital law deals with the ethics of technology within a society.
  • Users need to understand that stealing or causing damage to other people’s work, identity, or property online is a crime.
  • Hacking into others information, downloading illegal music, plagiarizing, creating destructive worms, viruses or creating Trojan Horses, sending spam, or stealing anyone’s identify or property is unethical.
  • Just as in the American Constitution where there is a Bill of Rights, there is a basic set of rights extended to every digital citizen. Digital citizens have the right to privacy, free speech, etc. Basic digital rights must be addressed, discussed, and understood in the digital world.  With these rights also come responsibilities as well.  Users must help define how the technology is to be used in an appropriate manner.  In a digital society these two areas must work together for everyone to be productive.
  • Eye safety, repetitive stress syndrome, and sound ergonomic practices are issues that need to be addressed in a new technological world.  Beyond the physical issues are those of the psychological issues that are becoming more prevalent such as Internet addiction.  Users need to be taught that there inherent dangers of technology. Digital Citizenship includes a culture where technology users are taught how to protect themselves through education and training.
  • In any society, there are individuals who steal, deface, or disrupt other people. The same is true for the digital community.
    • gb malone
       
      digital security teaches us that we need protection at all times. ex{ virus protectionvirus protection
  • We need to have virus protection, backups of data, and surge control of our equipment. As responsible citizens, we must protect our information from outside forces that might cause disruption or harm.
    • ino moreno
       
      Great notes guys!!:)
  • precautions
  • safety
  • safety
  • Digital Literacy:   process of teaching and learning about technology and the use of technology.
    • Katrina Quick
       
      to be taught, or to learn about technology and how to use it.
    • Nathan Pharris
       
      "Digital Citizenship" is refferenced in this passage. To be a "Digital Citizen" one must gain "electronic access."
  • Now everyone has the opportunity to communicate and collaborate with anyone from anywhere and anytime
  • digital rights and supporting electronic access is the starting point of Digital Citizenship
    • Nathan Pharris
       
      Another example of what makes us a "Digital Citizen."
    • DeJuan Griggs
       
      An Example of the way you should conduct yourself in a digital environment 
  • Digital citizenship can be defined as the norms of appropriate, responsible behavior with regard to technology use. 
    • Gabrielle Yoder
       
      definition of digital citizenship
  •  
    Digital Citezenship
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New Media Literacy In Education: Learning Media Use While Developing Critical Thinking ... - 1 views

    • ino moreno
       
      very good search criteria here. explains how to narrow your search and validify information
  • What sources does the author cite, and what do others say about those sources?
  • Education, media-literacy-wise, is happening now after school and on weekends and when the teacher isn't looking, in the SMS messages, MySpace pages, blog posts, podcasts, videoblogs that technology-equipped digital natives exchange among themselves.
  • ...13 more annotations...
  • At that point, I saw education – the means by which young people learn the skills necessary to succeed in their place and time – as diverging from schooling.
  • chools will remain places for parents to put their kids while they go to work, and for society to train a fresh supply of citizen-worker-consumers to be employed by the industries of their time.
  • But the kind of questioning, collaborative, active, lateral rather than hierarchical pedagogy that participatory media both forces and enables is not the kind of change that takes place quickly or at all in public schools.
  • someone needs to educate children about the necessity for critical thinking and encourage them to exercise their own knowledge of how to make moral choices.
  • the basic moral values – is supposed to be what their parents and their religions are responsible for.
  • But the teachable skill of knowing how to make decisions based on those values has become particularly important now that a new medium suddenly connects young people to each other and to the world's knowledge in ways no previous generation experienced.
    • ino moreno
       
      anything can be learned by researching on the internet and proper wordings. as long as you know whats going to give you the truest results.
    • ino moreno
       
      the ability to differentiate between right and wrong is a huge deal when researching and trying to find good knowledge.. for example if you where to type "blow up" in google you would get all kinds of "JuNK" if you were to specify a noun in the search you could exponentially narrow your "junk" results. "Right vs. Wrong" isnt always pertaining to internet pornography. as said in this article. the principles behind it are what matters as well as your ability to use them.
  • e teach our kids how to cross the street and what to be careful about in the physical world. And now parents need to teach their kids how to exercise good sense online. It's really no more technical than reminding your children not to give out their personal information to strangers on the telephone or the street. When it comes to helping them learn how to be citizens in a democracy, media literacy education is central to 21st century civic education.
  • At the same time that emerging media challenge the ability of old institutions to change, I think we have an opportunity today to make use of the natural enthusiasm of today's young digital natives for cultural production as well as consumption, to help them learn to use the media production and distribution technologies now available to them to develop a public voice about issues they care about.
  • The media available to adolescents today, from videocameraphones to their own websites, to laptop computers, to participatory media communities like MySpace and Youtube, are orders of magnitude more powerful than those available in the age of the deskbound, text-only Internet and dial-up speeds.
  • Those young people who can afford an Internet-connected phone or laptop are taking to the multimedia web on their own accord by the millions– MySpace gets Google-scale traffic and Youtube serves one hundred million videos a day.
  • Although the price of entry is dropping, there is still an economic divide; nevertheless, the online population under the age of 20 is significant enough for Rupert Murdoch to spend a quarter billion dollars to buy MySpace.
  •  
    permalink. Media literacy in education and the importance of.
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Web 2.0: A New Wave of Innovation for Teaching and Learning? (EDUCAUSE Review) | EDUCAU... - 0 views

    • David Bell
       
      WEB PAGE EVALUATION Currency: 15 The site has the date of last revision posted. The site has been updated recently. Frequency of planned updates and revisions is stated. Content: 15 The information will be useful to our curriculum and/or student interest. This information is not available in any other format elsewhere in my library. The information on the topic is thorough. The information is accurate. The purpose of the page is obvious. The information is in good taste. The page uses correct spelling and grammar. Authority: 10 The authors are clearly identified. The authors and/or maintainers of the site are authorities in their field. There is a way to contact the author (s) via e-mail or traditional mail. You can easily tell from the domain name where the page originates. Navigation: 10 You can tell from the first page how the site is organized and what options are available. The type styles and background make the page clear and readable. The links are easy to identify. The links are logically grouped. The layout is consistent from page to page. There is a link back to the home page on each supporting page. The links are relevant to the subject. The icons clearly represent what is intended. Experience: 10 The page fulfills its intended purpose. The page is worth the time. The page's presentation is eye-catching. The site engages the visitor to spend time there. Multimedia: 9 Sound, graphics or video enhance the site's message. Treatment: 10 Any biases towards the subject matter can be easily identified. The page is free from stereotyping. The page is age appropriate for content and vocabulary for its intended audience. Access: 5 You can connect quickly to the page. The page is available through search engines. The page loads quickly. You can choose whether to download smaller images, text-only, or non-frame versions. Miscellaneous: 15 There are no per-use costs involved. Interactions asking for private information are secured. Information can be printed
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How to Become a Game Designer | Schools.com - 0 views

  • You’ve been called a “gamer” for as long as you can remember, so you might as well make a career out of it, right? Well, it might all sound like fun and games, but game design has evolved from the days of scribbling a great idea on the back of a napkin into an elaborate process involving a  specialists trained in a variety of disciplines who collaborate and sometimes work long hours to create great computer or video games replete with state-of-the-art animation and visual effects. According to the U.S. Bureau of Labor Statistics, 59 percent of multimedia artists and animators, which includes computer and video game designers, are self-employed, often working from home but also in offices. It goes without saying that it is helpful to possess artistic ability and talent, but people lacking in those areas may compensate with robust technical and computer skills, preferred by some employers. Likewise, those who do not have strong computer skills may make up for it through demonstrable artistic talent. The demand for more realistic video games continues to increase, but growth may be tempered by companies hiring lower-paid animators overseas, and by stiff competition as large numbers of game designers enter the field. Individuals interested in pursuing this career may benefit from a solid blend of education, hands-on experience, and a combination of artistic and technical skills. Learn more about working in the field of game design, i.e., what game designers do, how to become a game designer, career paths, and career outlook, in the following infographic. Sources: Career Skills, GameDegree.comNew Reports Forecast Global Video Game Industry Will Reach $82 Billion By 2017, Forbes, July 2012So You Wanna Be a: Game Designer, GameSpot For a complete list of sources, please view the infographic.
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