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UNIT 6: SOCIAL, ETHICAL AND LEGAL
RESPONSIBILITIES IN THE USE OF
TECHNOLOGY TOOLS AND RESOURCES
A. DIGITAL CITIZENSHIP
NINE(9) ELEMENTS OF DIGITAL CITIZENSHIP
• 1. DIGITAL ACCESS
A full electronic participation in society.
2. DIGITAL COMMERCE
An electronic buying and selling of goods.
3. DIGITAL COMMUNICATION
An electronic exchange of information.
4. DIGITAL LITERACY
A technology and learning about technology and it’s uses.
5. DIGITAL ETIQUETTE
> An electronic standards of conduct of procedure.
• 6. DIGITAL LAW
An electronic responsibility for actions and deeds.
7. DIGITAL WELLNESS
A physical and psychological well-being in a digital world.
8. DIGITAL RIGHT FOR RESPONSIBILITY
A requirement and freedom extended to everyone in digital
world.
9. DIGITAL SECURITY
An electronic precautions to guarantee safety.
B. SOCIAL, ETHICAL AND LEGAL RESPONSIBILITIES IN
THE USE OF TECHNOLOGY TOOLS AND RESOURCES BY
TEACHERS
ETHICAL ISSUES WITH USING TECHNOLOGY IN
THE CLASSROOM
• AcademicHonestlyandResearchEthics
• ElectronicCommunications
• SocialNetworksandCyberbullying
• Confidentiality
HOW TO ADDRESS TECHNOLOGY RELATED ETHICAL
ISSUES?
TECH SMART
• Take care of technology equipment
• Explore appropriate and safe sites for learning and research
• Copyright law, fair use act and creative commons matter.
• Help prevent cyberbullying
• Self-image is important
• Make use of netiquette
• Always give credit to original source
• Remember to be effective, thoughtful and ethical digital creators
• Think
C. PROPERTY RIGHTS INTELLECTUAL (IPR) APPLICABLE TO THE
EDUCATIONAL SETTING COPYRIGHT AND RELATED RIGHTS
COPYRIGHT LAW
INTELLECTUAL PROPERTY RIGHT ( IPR )
•According to World Intellectual Property
Organization ( WIPO), refers to creations of the
mind such as inventions; literary and artistic works;
designs; and symbols, names and images used in
commerce.
INTELLECTUAL PROPERTY OFFICE OF THE
PHILIPPINES ( IPOPHIL)
•Administers and implements state policies in relation to
intellectual property.
Copyright
Copyright refers to the legal right given to the owner of
the original work or intellectual property.
COPYRIGHT INFRINGEMENT VS. PLAGIARISM
• Plagiarism
Copying the work of another and claiming it as one’s ideas or without proper
attribution.
Violation of the right of the author.
Ethical violation
• Copyright Infringement
Copying one’s work without obtaining permission.
Violation of the right of the copyright holder.
Legal violation.
D. DIGITAL SAFETY RULES
• Rule 1: Research before register.
• Rule 2; Discriminative.
• Rule 3: Think before typing.
• Rule 4: Require ID.
• Rule 5:: Trust your gut.
E. CYBERBULLYING
• 4. Email
• Cyberbullying can harm the online reputations of everyone involved -
not just the person being bullied, but those doing the bullying or
participating in it. Cyberbullying has unique concerns in that it can be:
• Persistent-Digital devices offer an ability to immediately and
continuously communicate 24 hours a day, so it can be difficult for
children experiencing cyberbullying to find relief.
• Permanent - Most information communicated electronically is
permanent and public, if not reported and removed. A negative online
reputation, including for those who bully, can impact college
admissions, employment, and other areas of life.
• Hard to Notice - Because teachers and parents may not overhear or
see cyberbullying taking place, it is harder to recognize.
F. NETIZEN IN CYBERSPACE ACTIVE
CITIZENSHIP
• Citizen
•Citizenship, relationship between an individual and a state to
which the individual owes allegiance and inturn is entitled to its
protection
•Citizenship implies the status of freedom with accompanying
responsibilities.
• Netizen
• An active participant in the Online Community of the internet
• From the world internet and Citizen as in a "citizen of the net "of
"net citizen" .It describe a person actively involved in online
communities or the internet in general.
• Cyberspace
•Cyberspace refers to the virtual computer world and more
specially, an electronic medium that is used to facilitate online
communication. Cyberspace typically involves a large computer
network made up of many worldwide computer subnet works.
• Cyber Citizenship and Active Citizenship
•Cyber citizen is the right , privileges and responsibilities required of
of internet and cellular network users.
• Cyber Right
•There are no real rights you have cyber citizen other than the legal
protections you already have as an actual citizen.
• Life -Rights for fair and reasonable treatment online
• Liberty -Rights to basic freedom.
• Pursuit of Happiness - right to explore personal interest
without undue interference.
• Cyber Privileges- it is a privilege to have access to the internet
.it is a privilege to have the technology that allows us access to the
the internet and cellular networks.
• Cyber Responsibilities -Responsibility is really at the heart of
cyber Citizenship. To be responsible ,we need to be informed
about the cyber world.
G. NETIQUETTE (SOCIAL CONVENTIONS
ONLINE)
•What do we mean by Netiquette?
•Netiquette is a combination of two words: ‘net’
(derived from the Internet) and etiquette.
•Netiquette is about being courteous while
communicating on the Internet and it is about
respecting other online users’ views and opinions
on the Internet.
• Importance of Netiqutte
• It is important for us to understand that the way we speak to
someone face to face in the real world should be same as the
when we communicate on the Internet.
• It’s easy to find out anything you want about someone by simply
viewing their social media communications and emails.
• •It is important for us to follow a standard set of rules while
addressing and communicating with other online users.
• Netiquette can help you maintain a good relationship with others
H. EDUCATIONAL CITES AND PORTALS
•They are websites that support different
educational sectors by providing access to
relevant information and tools to each group
served.
I . ONLINE COMMUNITIES OF LEARNING/ SOCIAL
NETWORKING
• NETWORKING- it is defined as that group of individuals who
communicates and connects on a regular basis.
• SOCIAL NETWORKING PLATFORMS- different ways to communicate
with friends can be through internet or mobile devices.
• Ex.
• 1. Facebook
• 2. Twitter
• 3. Instagram
• 4. Webinar
J. ONLINE RESOURCES
Free access and observance of Intellectual Property Rights to
some of
the educational sites/resources:
BrainPop
Curiosity Stream
Tynker
Outschool
Udemy
iReady
Beast Academy (Math)
Khan Academy
Creative Bug
Discovery Education
• Crash Course Kids
• Science Channel
• SciSchow Kids
• National Geographic
• Free School
• Geaography Focus
• TheBrainScoop
• Kids Learning Tubes
• Geek Gurl Diaries
• Mike Likes Science
• Science Max
• SoulPancake
• Online board games
• e-library (Kindle)
K. COLLABORATIVE PROJECTS I.E. THE PROBLEM-
BASED PROJECTS OR PROJECT - BASED PROJECT.
PROJECT- BASED PROJECT PROBLEM-BASED PROJECT
Project-based Project begins with the
assignment of tasks that will lead to the
creation of a final product or artefact. The
emphasis is on the end product.
 Students work on open- ended
assignments. These could be more than
one problem.
 Students analyze the problems and
generate solutions.
 Students design and develop a
prototype of the solution.
 Students refine the solution based on
feedback from experts, instructors ,
and/or peers.
Problem-based Project begins with a problem that
determines what students study. The problem
derives from an observable phenomena or event.
The emphasis is on acquiring new knowledge and
the solution is less important.
 Students are presented with an open- ended,
authentic question.
 Students analyze the question.
 Students generate hypotheses that explain the
phenomena.
 Students identify further follow-up questions.
 Students seek additional data to answer the
question.
L. TECHNOLOGY TOOLS FOR COLLABORATIVE WORK
•Technology tools for collaborative works.
•1. Google Drive
•2. Edmodo
•3. Bubble. Us
•4. Wiki space
•5. others.

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report_ThhhhhhhhhhhhhhhhhhhhhTL TTL.pptx

  • 1. UNIT 6: SOCIAL, ETHICAL AND LEGAL RESPONSIBILITIES IN THE USE OF TECHNOLOGY TOOLS AND RESOURCES
  • 3. NINE(9) ELEMENTS OF DIGITAL CITIZENSHIP • 1. DIGITAL ACCESS A full electronic participation in society. 2. DIGITAL COMMERCE An electronic buying and selling of goods. 3. DIGITAL COMMUNICATION An electronic exchange of information. 4. DIGITAL LITERACY A technology and learning about technology and it’s uses. 5. DIGITAL ETIQUETTE > An electronic standards of conduct of procedure.
  • 4. • 6. DIGITAL LAW An electronic responsibility for actions and deeds. 7. DIGITAL WELLNESS A physical and psychological well-being in a digital world. 8. DIGITAL RIGHT FOR RESPONSIBILITY A requirement and freedom extended to everyone in digital world. 9. DIGITAL SECURITY An electronic precautions to guarantee safety.
  • 5. B. SOCIAL, ETHICAL AND LEGAL RESPONSIBILITIES IN THE USE OF TECHNOLOGY TOOLS AND RESOURCES BY TEACHERS
  • 6. ETHICAL ISSUES WITH USING TECHNOLOGY IN THE CLASSROOM • AcademicHonestlyandResearchEthics • ElectronicCommunications • SocialNetworksandCyberbullying • Confidentiality
  • 7. HOW TO ADDRESS TECHNOLOGY RELATED ETHICAL ISSUES?
  • 8. TECH SMART • Take care of technology equipment • Explore appropriate and safe sites for learning and research • Copyright law, fair use act and creative commons matter. • Help prevent cyberbullying • Self-image is important • Make use of netiquette • Always give credit to original source • Remember to be effective, thoughtful and ethical digital creators • Think
  • 9.
  • 10.
  • 11. C. PROPERTY RIGHTS INTELLECTUAL (IPR) APPLICABLE TO THE EDUCATIONAL SETTING COPYRIGHT AND RELATED RIGHTS COPYRIGHT LAW
  • 12. INTELLECTUAL PROPERTY RIGHT ( IPR ) •According to World Intellectual Property Organization ( WIPO), refers to creations of the mind such as inventions; literary and artistic works; designs; and symbols, names and images used in commerce.
  • 13. INTELLECTUAL PROPERTY OFFICE OF THE PHILIPPINES ( IPOPHIL) •Administers and implements state policies in relation to intellectual property. Copyright Copyright refers to the legal right given to the owner of the original work or intellectual property.
  • 14. COPYRIGHT INFRINGEMENT VS. PLAGIARISM • Plagiarism Copying the work of another and claiming it as one’s ideas or without proper attribution. Violation of the right of the author. Ethical violation • Copyright Infringement Copying one’s work without obtaining permission. Violation of the right of the copyright holder. Legal violation.
  • 15. D. DIGITAL SAFETY RULES • Rule 1: Research before register. • Rule 2; Discriminative. • Rule 3: Think before typing. • Rule 4: Require ID. • Rule 5:: Trust your gut.
  • 17. • 4. Email • Cyberbullying can harm the online reputations of everyone involved - not just the person being bullied, but those doing the bullying or participating in it. Cyberbullying has unique concerns in that it can be: • Persistent-Digital devices offer an ability to immediately and continuously communicate 24 hours a day, so it can be difficult for children experiencing cyberbullying to find relief. • Permanent - Most information communicated electronically is permanent and public, if not reported and removed. A negative online reputation, including for those who bully, can impact college admissions, employment, and other areas of life. • Hard to Notice - Because teachers and parents may not overhear or see cyberbullying taking place, it is harder to recognize.
  • 18. F. NETIZEN IN CYBERSPACE ACTIVE CITIZENSHIP
  • 19. • Citizen •Citizenship, relationship between an individual and a state to which the individual owes allegiance and inturn is entitled to its protection •Citizenship implies the status of freedom with accompanying responsibilities. • Netizen • An active participant in the Online Community of the internet • From the world internet and Citizen as in a "citizen of the net "of "net citizen" .It describe a person actively involved in online communities or the internet in general.
  • 20. • Cyberspace •Cyberspace refers to the virtual computer world and more specially, an electronic medium that is used to facilitate online communication. Cyberspace typically involves a large computer network made up of many worldwide computer subnet works. • Cyber Citizenship and Active Citizenship •Cyber citizen is the right , privileges and responsibilities required of of internet and cellular network users. • Cyber Right •There are no real rights you have cyber citizen other than the legal protections you already have as an actual citizen.
  • 21. • Life -Rights for fair and reasonable treatment online • Liberty -Rights to basic freedom. • Pursuit of Happiness - right to explore personal interest without undue interference. • Cyber Privileges- it is a privilege to have access to the internet .it is a privilege to have the technology that allows us access to the the internet and cellular networks. • Cyber Responsibilities -Responsibility is really at the heart of cyber Citizenship. To be responsible ,we need to be informed about the cyber world.
  • 22. G. NETIQUETTE (SOCIAL CONVENTIONS ONLINE)
  • 23. •What do we mean by Netiquette? •Netiquette is a combination of two words: ‘net’ (derived from the Internet) and etiquette. •Netiquette is about being courteous while communicating on the Internet and it is about respecting other online users’ views and opinions on the Internet.
  • 24. • Importance of Netiqutte • It is important for us to understand that the way we speak to someone face to face in the real world should be same as the when we communicate on the Internet. • It’s easy to find out anything you want about someone by simply viewing their social media communications and emails. • •It is important for us to follow a standard set of rules while addressing and communicating with other online users. • Netiquette can help you maintain a good relationship with others
  • 25. H. EDUCATIONAL CITES AND PORTALS •They are websites that support different educational sectors by providing access to relevant information and tools to each group served.
  • 26. I . ONLINE COMMUNITIES OF LEARNING/ SOCIAL NETWORKING • NETWORKING- it is defined as that group of individuals who communicates and connects on a regular basis. • SOCIAL NETWORKING PLATFORMS- different ways to communicate with friends can be through internet or mobile devices. • Ex. • 1. Facebook • 2. Twitter • 3. Instagram • 4. Webinar
  • 27. J. ONLINE RESOURCES Free access and observance of Intellectual Property Rights to some of the educational sites/resources: BrainPop Curiosity Stream Tynker Outschool Udemy iReady Beast Academy (Math) Khan Academy Creative Bug Discovery Education
  • 28. • Crash Course Kids • Science Channel • SciSchow Kids • National Geographic • Free School • Geaography Focus • TheBrainScoop • Kids Learning Tubes • Geek Gurl Diaries • Mike Likes Science • Science Max • SoulPancake • Online board games • e-library (Kindle)
  • 29. K. COLLABORATIVE PROJECTS I.E. THE PROBLEM- BASED PROJECTS OR PROJECT - BASED PROJECT.
  • 30. PROJECT- BASED PROJECT PROBLEM-BASED PROJECT Project-based Project begins with the assignment of tasks that will lead to the creation of a final product or artefact. The emphasis is on the end product.  Students work on open- ended assignments. These could be more than one problem.  Students analyze the problems and generate solutions.  Students design and develop a prototype of the solution.  Students refine the solution based on feedback from experts, instructors , and/or peers. Problem-based Project begins with a problem that determines what students study. The problem derives from an observable phenomena or event. The emphasis is on acquiring new knowledge and the solution is less important.  Students are presented with an open- ended, authentic question.  Students analyze the question.  Students generate hypotheses that explain the phenomena.  Students identify further follow-up questions.  Students seek additional data to answer the question.
  • 31. L. TECHNOLOGY TOOLS FOR COLLABORATIVE WORK •Technology tools for collaborative works. •1. Google Drive •2. Edmodo •3. Bubble. Us •4. Wiki space •5. others.