This document provides an overview of a digital literacy and citizenship course taught by Mrs. Joyce Lourenço Pereira. The course uses a research-based curriculum developed by Common Sense Media to teach students skills and ethical decision making related to digital media use. Over the course of the year, students will explore topics like internet safety, digital footprint, cyberbullying, information literacy, and copyright through lessons, assessments, and multimedia projects using tools like Edmodo, Gmail, iPads, and various web apps. The goal is for students to safely and responsibly navigate the digital world.
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When teachers hear the phrase “paperless classroom“, I get many of the following comments and reactions:
- “I write faster than I type”
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How to Teach Digital Citizenship to Students A Comprehensive Guide for Teache...digitalrajnikant
n Whether you re wanting to explore the concept of digital citizenship or seeking to educate others about it, our blog offers a comprehensive resource for all your needs Read now!
free demo for sweedu education management software
https://sweedu.com/start-your-trial.php
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This is an expanded version of my Engaging Digital Natives Presentation. It is designed to accompany a full-day hand-on lab session and workshop. http://jdorman.wikispaces.com/digitalnatives
What is the purpose of a digital citizenship program? Who is the audience in schools - teachers, parents, students? This presentation looks at some of the research and discusses the factors to consider when developing a digital citizenship program for your school.
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1. Digital Literacy and Citizenship
2013-2014
Instructor: Mrs. Joyce Lourenço Pereira
E-mail: joyce.pereira@iscbrazil.com
Edmodo codes iTunesU
6A: dhqyfy 6B: jtpx8p 6: FYE-A99-38C
7A: m8sdwj 7B: 4ridqo 7: ELQ-HTK-7AE
8A: 84k2d9 8B: r9mita 8: FLW-TLX-LD2
"The promise of the future lies not in technology, but in YOU."
- G. Beekman and M. J. Quinn
Course Description:
Digital Literacy and Fluency is a research-based curriculum that offers a balanced approach to digital literacy education.
Developed by Common Sense Media and based on the work of Howard Gardner and the GoodPlay Project at the
Harvard Graduate School of Education, this curriculum emphasizes skill building, critical thinking, ethical discussion, and
decision making – using case studies and real-life scenarios.
The curriculum is divided into the following eight major topical strands:
Course Purpose:
Digital media and technology are evolving at a dizzying pace, bringing with them extraordinary opportunities as well as
real risks for young people. Young people are using the immense power of the Internet and mobile technologies to
explore, connect, create, and learn in ways never before imagined. But issues that emerge with this 24/7 “connected
culture” – from identity theft, to cyberbullying, to uncertainty about which information to trust online – are surfacing
both in schools and at home.
Common Sense Media empowers students to be safe, responsible, and savvy as they navigate this fast-paced digital
world.
The curriculum:
• Introduces reliable, research-based information to students about digital media
• Helps students explore the complex issues of our connected culture
• Empowers students to build digital literacy skills for life
2. Course/ Teacher Objectives:
1. Enable the student to evaluate social and ethical considerations arising from the widespread use of IT by
individuals, families, communities, organizations and societies at the local and global level
2. Develop the student’s understanding of the capabilities of current and emerging IT systems and to evaluate their
impact on a range of stakeholders
3. Enable students to apply their knowledge of existing IT systems to various scenarios and to make informed
judgments about the effects of IT developments on them
Student Objectives: (Adapted from the Common Sense Curriculum Overview)
• Internet Safety
Students will explore how the Internet offers an amazing way to collaborate with others worldwide, while
staying safe through employing strategies such as distinguishing between inappropriate contact and positive
connections.
• Digital Footprint and Reputation
Students learn to protect their own privacy and respect others’ privacy. Our digital world is permanent, and with
each post, students are building a digital footprint. Students will self-reflect before they self-reveal, and will
consider how what they share online can impact themselves and others.
• Privacy and Security
Students learn strategies for managing their online information and keeping it secure from online risks such as
identity thieves and phishing. They learn how to create strong passwords, how to avoid scams and schemes, and
how to analyze privacy policies.
• Self Image and Identity
Students will explore their own digital lives, focusing on their online versus their offline identity. Students will
learn the benefits and risks of presenting themselves through different personas and the effects on their sense
of self, their reputation, and their relationships.
• Relationships and Communication
Students will reflect on how they can use intrapersonal and interpersonal skills to build and strengthen positive
online communication and communities. They will delve into the concept of digital citizenship and digital ethics,
and reflect on their online interactions.
• Information Literacy
Students will be able to identify, find, evaluate, and use information effectively. From effective search strategies
to evaluation techniques, students will learn how to evaluate the quality, credibility, and validity of websites,
and give proper credit.
• Cyberbullying
Students will learn what to do if they are involved in a cyberbullying situation. They will explore the roles people
play and how individual actions –both negative and positive – can impact their friends and broader
communities. Students will be encouraged to take the active role of upstander and build positive, supportive
online communities.
• Creative Credit and Copyright
Living in a “copy/paste” culture, students will reflect on their responsibilities and rights as creators in the online
spaces where they consume, create, and share information. From addressing plagiarism to piracy, students will
learn about copyright and fair use.
Technology- the following tools are expected to ensure student success
• Gmail address
• iPad
• Edmodo
• “Suite” Solutions (Web 2.0 tools and Apps)
3. Major Assessments:
• Scenario Troubleshooting
The purpose is to assess the student’s ability to demonstrate the student objectives mentioned above.
• Products and Productions
Students will demonstrate their IT knowledge and skills through the development of multimedia productions
and presentations.
Grading Scale: Adopted from Mr. William Tolley
The following categories will be used to organize student work and assignments.
Example point totals are included.
(These are representative examples, not rigid rules.)
Projects and Productions 100
Scenario Troubleshooting 80
IT Development and Fluency 70
Quizzes 40
Course of Study: subject to change as determined by instructor
1st
Quarter 6 7 8
IT Fluency Research Databases/ Powerful Presentations
“Suite” Solutions Haiku Deck/ Glogster Prezi Flowboard/ Snack Tools
Strategic Searching Strategic Searching Identifying High-Quality Sites
A Creator’s Rights A Creator’s Responsibilities Rework, Reuse, Remix
2nd
Quarter 6 7 8
IT Fluency Digital Storytelling
“Suite” Solutions Bitstrips Zooburst Storybird
Digital Life 101 My Media
Which Me Should I Be?
Cyberbullying: Crossing the Line
3rd
Quarter 6 7 8
IT Fluency Digital Creations
“Suite” Solutions Animoto GoAnimate PowToon
What’s Cyberbullying? Cyberbullying: Be Upstanding Safe Online Talk
4th
Quarter 6 7 8
IT Fluency Code Quests
“Suite” Solutions Hopscotch Scratch Game Salad
Trillion Dollar Footprint Scams and Schemes Internet Privacy