"Data Dealer is an online game about collecting and selling personal data - full of irony and gleeful sarcasm. It´s a browser/serious/edu/impact game about digital culture and surveillance and aims to raise awareness about online privacy in a new and fun way. The English version was released in May 2013. Let's call it a bastard offspring of certain shiny 2010 Facebook Games and the 1990 TV simulation game Mad TV, reborn with the souls of South Park and Bruce Schneier. And it´s also available on Facebook! Oh, the irony.
In today´s digital age virtually everything we do is recorded, monitored or tracked in some way: Data Dealer is a unique interactive exploration of this personal data ecosystem."
"The new game, called 'Stop That Post', "teaches kids why it is important not to reveal personal information on the Internet. The focus of the new game involves players racing to stop their friends and family members from posting embarrassing information and images online," according to the game's press release."
The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of game-based learning. To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. The target audience of the journal is composed of professionals and researchers working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, educational psychology, and information technology. IJGBL promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of Game-Based Learning environments.
"We now live in a world where the topics of technology and privacy seem to work hand-in-hand. Gone are the days of buying a brand new TV or video game console where concerns of surveillance never existed. Now, our smart phones and tablets can act as TVs while tracking our location via GPS or wi-fi. The new batch of consoles set to come out later this year are both going to come with high definition cameras, with one of them confirmed to be active 24/7. Not only that, but now people are concerned about other possible emerging technologies such as facial recognition and thumbprint scanning. But are these fears warranted? Or are we simply becoming too paranoid and suspicious of companies and the technology they hand us?"
"The eSmart Digital Licence is an online challenge combining quizzes, videos and games, to prepare Australian children (aged ten and over) to be smart, safe and responsible digital citizens."
"Socrative is a smart student response system that empowers teachers to engage their classrooms through a series of educational exercises and games via smartphones, laptops, and tablets."
"The Australian Government's Easy Guide to Socialising Online provides information on how internet users can protect themselves and their information when using social networking sites, search engines and online games."
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A read through most online privacy policies is enough to make your stomach acid curdle. And social media companies have more access to personal data than most. Some collect information you expressly give them, like your credit card and telephone numbers. Others gather data based on how and where you use their services. This might include anything from device and browser information to location intel. And some of it gets really specific - think about your last search query or ad click. It's probably all "fair" game.
Depending on the type gathered, social networks use data to enhance location services and target advertising (now you know why that sunglasses website you visited three months ago follows you all over the web). A few social sites even share certain information with marketers and/or third-party partners - in that case, you are responsible for familiarizing yourself with those other companies' policies as they apply to you and your information.
"For most young people today, engagement with new digital media is a routine aspect of life. Through computers, mobile phones, and other handheld devices, youth can blog, tweet, participate in social networks like Facebook, play massive multi-player games, use online information sources, and share videos, stories, music, and art they've created. Important skills and knowledge can be gained from such activities, but there are also risks. For example, young people may only rarely consider what it means to be an ethical, socially responsible "citizen" on the Internet.
Our Space is a set of curricular materials designed to encourage high school students to reflect on the ethical dimensions of their participation in new media environments. "
"Learn the fundamentals of digital citizenship through animated, choose-your-own-adventure interactive experiences, designed for grades 6-9. Invite students to explore digital dilemmas, make good (and not-so-good) decisions, and try out possible solutions through stories and mini-games - all without risking their real-world reputations. Discover how Common Sense Education's award-winning digital literacy and citizenship curriculum seamlessly integrates into blended-learning environments. Coming soon as an iOS app, Android app, and Edmodo app!"
"Plagiarism has been with us for as long as the written word. From the classical Greek playwrights, to Dr Martin Luther King, even the greatest of historical figures have been tainted by scandal.
But over the last decade, academics have spoken out with increasing exasperation over the tide of students using everything from Wikipedia to bespoke essay writing services in pursuit of easy high grades. Universities are involved in a cat and mouse game to stop the plagiarists in their tracks."
Sesame Workshop and The Joan Ganz Cooney Center today released the report Always Connected which examines the media usage patterns of young children.
Findings include:
* Nearly 80 percent of young children (ages 0 to 5) use the internet at least once a week and just under half of all 6-year-olds play video games.
* Almost nine out of ten children over age 5 are TV viewers -- at least three hours daily.
* A gap remains in access to technologies, especially among low income and ethnic minority children and also notable differences in usage.
"Robyn Treyvaud is the founder and director of CyberSafeWorld, a website that addresses the whole spectrum of online safety issues, including cyberbullying, risks, security, ethics and addiction.Her trail-blazing efforts have provided an essential resource for schools and parents to protect and educate the world's first generation of kids to 'grow up digital' in an environment where computers, the Internet, video games and mobile phones are ubiquitous. In addition to her work as director of CyberSafeWorld, Robyn is a senior ICT consultant at Australia's Center for Strategic Education."