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Friday, 29 May 2015

References List

References List

Unknown. (2015). The Independent Institute Of Education Digital Citizenship Module Manual. Johannesburg: Independent Institute of Education
 

Hindawi <http://www.hindawi.com/journals/jar/2011/605041/> Site access 10 May 2015 Site updated 2014

Complex <http://www.complex.com/pop-culture/2012/11/the-10-most-common-internet-crimes/prostitution> Site access 11 May 2015 Site updated 2014

Binary <https://www.binary.com/terms-and-conditions?l=EN> Site access 11 may 2015 Site updated 2012

Education state university <http://education.stateuniversity.com/pages/2497/Technology-in-Education.html? Site Access 11 May2015 site updated 2012


Digital citizenship <http://www.digitalcitizenship.net/Nine_Elements.html> Site Access 12 May 2015 Updated 2015

Chen, W. (2013) [Internet] Slideshare Presentation: The Social Capital Effects: Resources, Tie Strength, and Digital Divides. Available from: http://www.slideshare.net/wenhong/c1-social-capital-effectct-asa2 [Accessed 01 Dec 2014]


L. Lipponen, K. Hakkarainen (1997), “Developing Culture of Inquiry in Computer-Supported Collaborative Learning”, CSCL’97 Proceedings

R. B. Kozma, (1999), “Students collaborating with computer models and physical experiments”, CSCL’99 Proceedings, pp. 314–322

P. Thomas, L. Carswell, J. Emms, M. Petre, B. Poniatowska, B. Price, (1996), “Distance Education over the Internet”, Proceedings of the conference on Integrating technology into computer science education, ACM press, pp. 147–149\

K. Nurmela, R. Lehtinen, T. Palonen, (1999), “Evaluating CSCL Log Files by Social Network Analysis”, CSCL’99 Proceedings, pp. 434–442.

Cockburn, T. Dale. (1997) “CEVA: A Tool for Collaborative Video Analysis”, Group’97 Proceedings, ACM press, pp. 47–55
 
Chabert, E. Grossman, L. Jackson, S. Pietrowicz, C. Seguin (1998), “Java object-sharing in Habanero”, Communications of the ACM, pp. 69–76.
 
W. Li, W. Wang, I. Marsic, (1999), “Collaboration Transparency in the DISCIPLE Framework”, Group’99 Proceedings, ACM press, pp. 326–335.
 
RMI API, Sun Microsystems (1998): “Java 1.2 and Java Script for C and C++ Programmers”, John Wiley & Sons

Bickley, D. and Trawick, L. (2013) Digital Health and Wellness. Retrieved from http://www.nisd.net/digitalcitizen/sec_digcit/life_outside_health_6_12.htm

Digiteen (2013) Digital Health and Wellness. Retrieved from http://digiteen09-1.flatclassroomproject.org/Digital+Health+and+Wellness

Leeds Student Medical Practice (September 2012). Computer ergonomics. Retrieved from http://www.leeds.ac.uk/lsmp/healthadvice/computerergonomics/computergonomics.htm

Safekids.com (2013). Kids rules for online safety (for pre-teens). Retrieved from http://www.safekids.com/kids-rules-for-online-safety/

Tanigent LLC. (2013) Digital Health and Wellness. Retrieved from http://lhscommtech.wikispaces.com/Digital+Health+and+Wellness

Young, K. Dr. (12 January 2012) What is internet addiction? Retrieved from http://www.healthyplace.com/addictions/center-for-internet-addiction-recovery/what-is-internet-addiction/

 

The Five Fluencies of Digital Citizenship

Solution fluency

Our education system has taught problem-solving in a show-and-tell manner (we show students the problem, and tell them how we got the answer) that has fostered a culture of dependency, rather than discovery. But if you look at today’s economy, you’ll discover that most left-brain tasks are already automated or outsourced via Internet in a global economy, leaving jobs that require whole-brain thinking. This means creativity and problem-solving applied in real time. The 6D system is a logical, thorough, and relevant approach for tackling problems:!”
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  • Define the problem, because you need to know exactly what you’re doing before you start.
  • Discover a solution, because planning prevents wasted effort.
  • Dream up a process, one that is suitable and efficient.
  • Design the process in an accurate and detailed action plan.
  • Deliver by putting the plan into action by both producing and publishing the solution.
  • Debrief and foster ownership by evaluating the problem solving process.

Information fluency

Because of InfoWhelm, data is increasing dramatically, facts are becoming obsolete faster, and knowledge built on these facts is less durable. Information fluency is the ability to unconsciously interpret this avalanche of data in all formats, in order to extract the essential and perceive its significance. Information fluency has 5 As, which are:


  • Ask good questions, in order to get good answers.
  • Access and acquire the raw material from the appropriate digital information sources, which today are mostly graphical and audiovisual in nature.
  • Analyze and authenticate and arrange these materials, and distinguish between good and bad, fact and opinion. Understand bias and determine what is incomplete to turn the raw data into usable knowledge.
  • Apply the knowledge within a real world problem or simulation using a VIP action (vision into practice).
  • Assess both the product and the process, which is both a teacher and a student practice

Creativity fluency

Creativity fluency how artistic proficiency adds meaning through design, art, and storytelling. We are all creative people. This means that creativity can be taught and learned like any other skill. It’s a whole brain process that involves both hemispheres working together. There are 5 Is to Creativity fluency:


  • Identify the desired outcome and criteria.
  • Inspire your creativity with rich sensory information.
  • Interpolate and connect the dots by searching for patterns within the inspiration that align with your desired outcome and criteria from Identify.
  • Imagine is the synthesis of Inspire and Interpolate, uniting in the birth of an idea.
  • Inspect the idea against the original criteria and for feasibility. 

Media fluency

In our multimedia world, communication has moved far beyond the realm of text. Our visual learning capacity needs stimulation with rich media from a variety of different sources. But it’s more than just operating a digital camera, creating a podcast, or writing a document. There are two components of Media fluency—one forinput and one for output.

  • Listen actively and decode the communication by separating the media from the message, concisely and clearly verbalizing the message and verifying its authenticity, and then critically analyzing the medium for form, flow, and alignment with the intended audience and purpose.
  • Leverage the most appropriate media for your message considering your content or message and what the desired outcome is. Then consider the audience, your abilities, and any pre-determined criteria. From here, the application of the other fluencies is used to produce and publish your message. 

Collaboration fluency

More and more, working, playing, and learning in today’s digital world involves working with others. It is the spirit of collaboration that will stimulate progress in our global marketplace, in our social networks, and in our ability to create products of value and substance. Collaboration fluency is the ability to successfully work and interact with virtual and real partners. The 5 Es of Collaboration fluency are: 


  • Establish the collective, and determine the best role for each team member by pinpointing each team member’s personal strengths and expertise, establishing norms, and the signing of a group contract that indicates both a collective working agreement and an acceptance of the individual responsibilities and accountability of each team member.
  • Envision the outcome, examining the issue, challenge, and goal as a group.
  • Engineer a workable plan to achieve the goal.
  • Execute by putting the plan into action and managing the process.
  • Examine the process and the end result for areas of constructive improvement.
These posts were created by the amazingly wise lads at the 21st Century Fluency Project – Lee CrockettIan Jukes and Andrew Churches – from their new book Literacy is NOT Enough!

The Nine Elements of Digital Citizenship

 
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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.  Working toward equal digital rights and supporting electronic access is the starting point of Digital Citizenship.

Digital Literacy:  process of teaching and learning about technology and the use of technology. 
While schools have made great progress in the area of technology infusion, much remains to be done. A renewed focus must be made on what technologies must be taught as well as how it should be used.

Digital Rights and Responsibility: those freedoms extended to everyone in a digital world.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. 


Digital Health and Wellness: physical and psychological well-being in a digital technology world.
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.  


Digital Security: electronic precautions to guarantee safety. 
In any society, there are individuals who steal, deface, or disrupt other people. The same is true for the digital community. It is not enough to trust other members in the community for our own safety. In our own homes, we put locks on our doors and fire alarms in our houses to provide some level of protection.


Digital Law: electronic responsibility for actions and deeds 
Digital law deals with the ethics of technology within a society. Unethical use manifests itself in form of theft and/or crime. Ethical use manifests itself in the form of abiding by the laws of society.


Digital Communication: electronic exchange of information.
One of the significant changes within the digital revolution is a person’s ability to communicate with other people. In the 19th century, forms of communication were limited.


Digital Commerce:electronic buying and selling of goods.
Technology users need to understand that a large share of market economy is being done electronically. Legitimate and legal exchanges are occurring, but the buyer or seller needs to be aware of the issues associated with it.


Digital Etiquette: electronic standards of conduct or procedure.Technology users often see this area as one of the most pressing problems when dealing with Digital Citizenship. We recognize inappropriate behavior when we see it, but before people use technology they do not learn digital etiquette.

Chen, W. (2013) [Internet] Slideshare Presentation: The Social Capital Effects: Resources, Tie Strength, and Digital Divides. Available from: http://www.slideshare.net/wenhong/c1-social-capital-effectct-asa2 [Accessed 01 Dec 2014]

Digital Citizenship

Digital Citizenship

Digital Citizenship is a concept which helps teachers, technology leaders, and parents talk about what all users should know regarding appropriate technology use. Digital Citizenship is more than just a teaching tool; it is a way to prepare students/technology users for a society full of technology. Too often we see students as well as adults misuse and abuse technology because they are unaware of what is appropriate. Our goal for this lesson is to help you become aware of what is appropriate and what could be harmful. Avalable:Weebly <http://www.weebly.com/terms-of-service/> Site Access 12 May 2015 Updated 2015

Chen, W. (2013) [Internet] Slideshare Presentation: The Social Capital Effects: Resources, Tie Strength, and Digital Divides. Available from: http://www.slideshare.net/wenhong/c1-social-capital-effectct-asa2 [Accessed 01 Dec 2014]