Week 14: Thoughts on Digital Citizenship
(Readings at
Bottom)
The readings
this week were in more or less two parts. The first part was a discussion of
perhaps what exactly the goal is of digital citizenship, and the other part
involves examples of how to properly prepare young people for that digital
citizenship.
When reading
over the Nine Themes of Digital Citizenship, what really struck me is the fact
that the themes can’t be just taught and learned, but rather there is a need to
“practice” and “work out” the skills, as is mentioned at the end of the article
with the REPs. It made me think of the technology classes I had in elementary
and middle school. 2 days a week, the class would go into a computer lab and do
activities with the computer. Thinking back on it, that is likely where I
gained a lot of the basics of my knowledge of the digital world. I remember
doing activities that helped us learn about Microsoft PowerPoint and how to type
effectively on a computer (digital literacy) as well as activities that showed how
easy it was to get information on people, essentially doing a simulated man
hunt for a missing child that was talking with someone online (digital law and
digital security). With all this came the discussion of what to do when we see
suspicious activities and how to respond to what people might say (digital
rights and responsibilities and digital etiquette). I don’t think I would be as
aware of these themes had I not gone through that technology course. I think
more than anything, the schooling formed a basis from which I could go on and
learn more, like going from how to look things up in school to looking up
social media and products online at home (with parental permission of course at
a young age). I think that is the key when talking about what a digital citizen
is. Perhaps they learn the basics during school or a class, but it is only when
they put it in practice in their personal lives that they become true digital
citizens.
Digital
citizens are increasingly young people rather than older adults, so digital
citizenship policy needs to be discussed in a new way, as demonstrated by the
TEDx talk by Anne Collier. The idea I pulled out of this video was the fact
that we need to look at digital policy from the human view, from the view of
the young people who are the new generation of digital citizens and see what
their input on the matter is. That involves engaging them rather than being “scared
and controlling adults,” as Collier says. That, in addition to the idea of
juvenoia, (the exaggerated fear of the influence of social change on young
people) reminded me a bit of my mom with playing video games, specifically
shooting games. I don’t particularly enjoy shooting games, but during middle
school, they were all the rage among my friends. My mom was very much against letting
me get a shooting game because she didn’t like the violence and felt that it
perhaps might make me violent. She finally let me get a first person shooter
game called “Call of Duty: Black Ops,” the only shooting game I ever got. The reason I was reminded of it is twofold.
One reason is that in a sense, I think she had an “exaggerated fear” of
shooting games, that they would somehow increase violence among young people.
To some extent that might have been true, but it wasn’t nearly to the scale my
mom thought it would be. As far as I know, I didn’t suddenly get more violent
because I was playing the game. The second reason is the connection between the
digital citizenship and actual citizenship. To some extent, the video game was
part of my digital citizenship. It was something I was participating in in the
digital world. However, it was also part of my actual citizenship, in
particular my social world. Because I didn’t have the game, I was left out of
some conversations with friends who did. In that way, my lack of participation
in the digital citizenship affected my social life at school. Admittedly, it
didn’t have a huge impact on my life and mindset, but I think it is still valid
to say that digital and social citizenship can sometimes be linked, with one
affecting the other, which only makes the emphasis on digital citizenship that
much more important.
I tried out
the Digital Compass game (found here), and it
was as you might expect for games that intentionally try to teach some sort of
lesson. It had the whole “yeah feel good” result when you did something good
that is pretty cliché in those sorts of games. It did do a good job of making
the correct choice not too obvious. There were times where I thought the
decision could really be made either way, there was sometimes no clear “correct”
answer. It did seem like there were a lot of pre-recorded tracks, which
sometimes made it confusing because you wouldn’t expect that result/cut scene
based on what you picked. But that was just how the game was designed. Finally,
I think the game did a good job of going through and introducing a theme of
digital citizenship with the story (passwords, what to post, who to trust, etc)
and then having a game afterwards that served to strengthen the player’s
ability to recognize good citizenship versus bad citizenship. Of course, a lot
is to be desired from the gaming aspect of things, but it is meant to be
educational, and I think it does a good job in doing that. There are lots of
colors and interesting characters that would keep someone from grades 6-8
engaged, and I think they’ll likely be a lot happier to play a game like this
instead of listening to a teacher talk about it, so I think it serves its
purpose well.
I found this
lesson plan for starting people off on the KidPix program in grades K-3. This
plan is teaching about digital citizenship from the digital literacy angle by
encouraging kids to learn how to use this basic “painting” tool. It also hopes
to improve mouse skills of the kids. The plan has some ideas of how the kids
might get started with KidPix, encouraging the teacher to talk about the
differences between the computer and paper, and having the kids do different
things with different tools provided by KidPix. Then, it encourages the teacher
to let the kids try some tools on their own and having the kids explore what
else KidPix can do. It thus wants to encourage digital literacy by showing kids
what different tools do as well as promoting the idea of self-exploration,
which helps with literacy because it means that kids get a sense that they
should try things on their own to learn new things. I think this plan is
effective for the grade level because the kids are not as advanced yet, so
introducing them to an easy-to-understand program like KidPix is optimal. It
also has a good flow from demonstrating what different tools and buttons do to
telling kids to explore on their own. It also gives some troubleshooting tips
for the teacher, since ideally kids will ask the teacher for help if needed. I
think this plan would help a lot because learning basics of how one can
discover new things is essential for an individual to go on and discover new
things in more complex environments. It is a safe environment to play around
and learn before going on to more intricate tools that require more confidence
in mouse movements as well as a good idea of toolbars.
Readings for
the week
(Game and
lesson plan links found in blog post)
I like the idea of the KidPix program you discussed. I would expect for starting as young as kindergarten with specific, simple tools would do more good than getting kids started when some of their experiences with the internet won't be in a school context. This could get kids relating technology and computers with school more easily, teach them basic skills and how to use them respectfully from a young age. It's especially important to this all from a young age since they're the most formative years.
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