Nine Themes of Digital Citizenship
http://www.digitalcitizenship.net/Nine_Elements.html
1. 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 exclusion makes it difficult to grow as a society increasingly using these tools. Helping to provide and expand access to technology should be goal of all digital citizens. Users need to keep in mind that there are some that may have limited access, so other resources may need to be provided. To become productive citizens, we need to be committed to make sure that no one is denied digital access.
2. 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. The mainstream availability of Internet purchases of toys, clothing, cars, food, etc. has become commonplace to many users. At the same time, an equal amount of goods and services which are in conflict with the laws or morals of some countries are surfacing (which might include activities such as illegal downloading, pornography, and gambling). Users need to learn about how to be effective consumers in a new digital economy.
3. 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. In the 21st century, communication options have exploded to offer a wide variety of choices (e.g., e-mail, cellular phones, instant messaging). The expanding digital communication options have changed everything because people are able to keep in constant communication with anyone else. Now everyone has the opportunity to communicate and collaborate with anyone from anywhere and anytime. Unfortunately, many users have not been taught how to make appropriate decisions when faced with so many different digital communication options.
4. 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. New technologies are finding their way into the work place that are not being used in schools (e.g., Videoconferencing, online sharing spaces such as wikis). In addition, workers in many different occupations need immediate information (just-in-time information). This process requires sophisticated searching and processing skills (i.e., information literacy). Learners must be taught how to learn in a digital society. In other words, learners must be taught to learn anything, anytime, anywhere. Business, military, and medicine are excellent examples of how technology is being used differently in the 21st century. As new technologies emerge, learners need to learn how to use that technology quickly and appropriately. Digital Citizenship involves educating people in a new way— these individuals need a high degree of information literacy skills.
5. 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 (i.e., appropriate conduct). Many people feel uncomfortable talking to others about their digital etiquette. Often rules and regulations are created or the technology is simply banned to stop inappropriate use. It is not enough to create rules and policy, we must teach everyone to become responsible digital citizens in this new society.
6. 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. Users need to understand that stealing or causing damage to other people’s work, identity, or property online is a crime. There are certain rules of society that users need to be aware in a ethical society. These laws apply to anyone who works or plays online. Hacking into others information, downloading illegal music, plagiarizing, creating destructive worms, viruses or creating Trojan Horses, sending spam, or stealing anyone’s identify or property is unethical.
7. Digital Rights & Responsibilities: 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. With these rights also come responsibilities as well. Users must help define how the technology is to be used in an appropriate manner. In a digital society these two areas must work together for everyone to be productive.
8. Digital Health & 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. Users need to be taught that there are inherent dangers of technology. Digital Citizenship includes a culture where technology users are taught how to protect themselves through education and training.
9. Digital Security (self-protection): 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. The same must be true for the digital security. We need to have virus protection, backups of data, and surge control of our equipment. As responsible citizens, we must protect our information from outside forces that might cause disruption or harm.
Human capital
Human capital is the stock of knowledge, habits,social and personality attributes, including creativity, embodied in the ability to perform labor so as to produce economic value.
Alternatively, Human capital is a collection of resources—all the knowledge, talents, skills, abilities, experience, intelligence, training, judgment, and wisdom possessed individually and collectively by individuals in a population. These resources are the total capacity of the people that represents a form of wealth which can be directed to accomplish the goals of the nation or state or a portion thereof.
The concept of Human capital has relatively more importance in labour-surplus countries. These countries are naturally endowed with more of labour due to high birth rate under the given climatic conditions. The surplus labour in these countries is the human resource available in more abundance than the tangible capital resource. This human resource can be transformed into Human capital with effective inputs of education, health and moral values. The transformation of raw human resource into highly productive human resource with these inputs is the process of human capital formation. The problem of scarcity of tangible capital in the labour surplus countries can be resolved by accelerating the rate of human capital formation with both private and public investment in education and health sectors of their National economies. The tangible financial capital is an effective instrument of promoting economic growth of the nation. The intangible human capital, on the other hand, is an instrument of promoting comprehensive development of the nation because human capital is directly related to human development, and when there is human development, the qualitative and quantitative progress of the nation is inevitable. This importance of human capital is explicit in the changed approach of United Nations towards comparative evaluation of economic development of different nations in the World economy.
(https://en.wikipedia.org/wiki/Human_capital)
(https://en.wikipedia.org/wiki/Human_capital)
Social capital
In sociology, social capital is the expected collective or economic benefits derived from the preferential treatment and cooperation between individuals and groups. Although different social sciences emphasize different aspects of social capital, they tend to share the core idea "that social networks have value". Just as a screwdriver (physical capital) or a university education (cultural capital or human capital) can increase productivity (both individual and collective), so do social contacts affect the productivity of individuals and groups.
(https://en.wikipedia.org/wiki/Social_capital)
(https://en.wikipedia.org/wiki/Social_capital)
Social capital: a new name from an old idea
The modern emergence of social capital concept renewed the academic interest for an old debate in social science: the relationship between trust, social networks and the development of modern industrial society. Social Capital Theory gained importance through the integration of classical sociological theory with the description of an intangible form of capital. In this way the classical definition of capital has been overcome allowing researchers to tackle issues in a new manner (Ferragina, 2010:73). Through the social capital concept researchers have tried to propose a synthesis between the value contained in the communitarian approaches and individualism professed by the 'rational choice theory.' Social capital can only be generated collectively thanks to the presence of communities and social networks, but individuals and groups can use it at the same time. Individuals can exploit social capital of their networks to achieve private objectives and groups can use it to enforce a certain set of norms or behaviors. In this sense, social capital is generated collectively but it can also be used individually, bridging the dichotomized approach 'communitarianism' versus 'individualism' (Ferragina, 2010:75).

(https://kc-i.jp/en/)
Knowledge management (KM) is the process of capturing, developing, sharing, and effectively using organizational knowledge. It refers to a multi-disciplined approach to achieving organisational objectives by making the best use of knowledge.
An established discipline since 1991 (see Nonaka 1991), KM includes courses taught in the fields of business administration, information systems, management, and library and information sciences. More recently, other fields have started contributing to KM research; these include information and media, computer science, public health, and public policy.Columbia Universityand Kent State University offer dedicated Master of Science degrees in Knowledge Management. (https://en.wikipedia.org/wiki/Knowledge_management)
Did you know ?
•Originally, Weblogs were not collaborative technologies
•Gave voice to person wishing to place thoughts and opinions
into unedited public space
•This one-to-many communication tool was updated to allow
reader comments and feedback
•Now Weblogs are a place where material can be synthesized,
mashed, and opened to comments
•Video, audio, images and other media can be
incorporated
•Likes and dislikes can be noted
Parents' section
Games are important for kids in the sense that, they improve and enhance the digital literacy of the kids who play them. As the kids are being exposed to the digital world through these games, they become more familiar to it and reduces the chances of them finding it hard to become a digital citizenship. The games also enhance the kid's state of fluency, since the use of it is exercised in the process of playing the games. ( for more information about digital and creative fluency, visit the digital fluency post in this blog)
A list of games suitable for kids
- Candy Crusher
- Clush of the tribes
- world of zoo
- Tetris
- and so many others that are available in the interactive image link's website
The games recommended here are user friendly on the perspective of impact which is dependent on age, the reason why they are regarded to as suitable for kids. These are a lot more based on good doings to kids who use them, than they are negligibly low on wrong doings to these users.
8 Digital Security
Physical Issues:
We spend most of our working career behind the screen of a computer or laptop and when we are not doing this for work we do it for pleasure, keeping up to date with all our social media or playing games and so on, this could create many complications for us, such as promoting obesity or heart disease, diabetes or even cancer.
There are ways for businesses to help fight against this such as considering the lay out of the office, fitted chairs where you can change the height or even desks that provide a computable environment.
Repetitive Strain Injury Syndrome:
This is a syndrome that acres over time when the same muscle is used over and over or even bad posture, this puts a particular part of your body under a lot of strain and this could cause a lot of pain and discomfort. The most common ones known are:
Carpal Tunnel Syndrome
Tennis Elbow
Trigger Finger
Tendinitis
Blackberry Thumb
Ways that this could be prevented or kept under control are as follows:
1. Look at posture.
2.Slow down your mouse and use keyboard shortcuts rather Look at your keyboard; adjust the repeat rate to avoid mistakes, use sticky keys to avoid having to hold a modifier key down (Shift, Ctrl, Alt)
3. Take regular breaks an don't sit in the same position for long periods
Eye Strain:
Staring at a screen for prolonged periods of time can cause strain on your eyes that could lead to damaging them permanently. There are two types of eye problems that take place the first being computer vision syndrome, that takes place after over using your eye muscles and straining them, the symptoms include blurred vision, double vision, dry eyes, headaches, irritation of the eyes and neck or back pains.
You can try to prevent this from happening by doing the following:
1. Cut the glare
2. Rearrange your desk so that your computer monitor is slightly below eye level, and approximately 50-70 centimetres away from the face
3. Give your eyes a break
4. Tweak your computer settings such as brightness or font size.
The next type of eye strain we will look at is called eye fatigue and the symptoms may include:
Red, irritated eyes
Dry eyes
Intermittent blurred vision when viewing your screen or device
Blurred distance vision when looking away from your screen or device
Headaches
Neck and/ or back pain
You can use the same methods as mentioned previously to help prevent this and also remember to get your eyes checked regularly.
Another challenge of sitting for so long is trying to fight off obesity, in today’s time where there is so much to do and it’s all done on technology we find it hard to have time to cook healthy food so we resort to take away food and this can lead to an unhealthy lifestyle, we should try to remain fit and exercise as much as we can with the time we have away from the computer.
Psychological Issues:
These issues can sometimes be more of a challenge then the physical ones due to the fact that they are harder to identify, can happen without people knowing, easy to misdiagnose and so on.
One of the key issues are addiction, this can happen even when no substance such as drugs are used, addiction is based on the over use or abuse of something such as gambling or the internet. There are a few sings of addiction and can be listed as follows:
1. Increasing amounts of time spent on computer and Internet activities
2. Failed attempts to control
behavior
3. Heightened sense of euphoria while involved in computer and Internet activities
4. Craving more time on the computer and Internet
5. Neglecting friends and family
6. Feeling restless when not engaged in the activity
7. Being dishonest with others
8. Computer use interfering with job/ school performance
9. Feeling guilty, ashamed, anxious, or depressed as a result of
behavior
10. Changes in sleep patterns
11. Physical changes such as weight gain or loss, backaches, headaches, carpal tunnel syndrome
Withdrawing from other pleasurable activities
Cyber Bullying:
Studies have shown that more than half of today’s youth has experienced cyber bullying, this has a very negative phonological effect on an adolescent and could cause serious issues in the future. Cyber bullying allows for someone to be attacked or to attack someone in their own homes from behind their keyboard.
The main reasons why people become bullies could be:
1.Strained parental relationships
2. Inconsistent discipline
3. Poor academic performance
4. in-supportive peer networks
5. Child abuse
6. Victims of bullies themselves
7. Low self-esteem
On the other hand a victim of a bully could show these signs:
1.Low self-esteem
2. Signs of depression
3. Signs of being lonely
4. Has low academic achievement and absenteeism
5. Exhibits behavioural disorders
6. Exhibits psychological or psychosomatic problems, such as headaches, stomach pains, sleeping disorders
7. suffers from stress and phobias
8. Struggles to spend time alone
9. Avoids eye contact
Cyber Stalking:
This is a very real threat in today’s age due to all the social media at our disposal, cyber stalking involves someone becoming obsessed with the victim and then uses any resources at their disposal to follow this person and use this information against them. There are some similarities from proper stalking and cyber stalking, normally the victim is being stalked by someone they were previously intimate with, and the victim is usually a female and the stalker is driven by the desire to control or poses the victim.
There are also difference between online and offline stalking, such as when stalking the stalker will need to physically be close to the victim whereas online it could be done across the country. It is also easy for the stalker to harass the victim and get others involved when it is done online.
Some of the motivations for cyber stalking are:
1.Wanting a romantic attachment
2. A partner trying to reconcile
3. A partner wishing to exact revenge
4. Delusional or imagined attachment to the victim, romantic or otherwise
5. Revenge against an actual or perceived injustice
6. Intolerance, or even hate, for a specific group
Stalking can have a number of effects such as:
1. Effects on physical health such as sleep lose or depression
2. Effects on mental health like the fear of being harmed when you’re alone.
3. Effects on work and/ or school, like not attending classes or refusing to see family members
4. Effects on social life
The purpose of the site and series was to inform about the discovery of mermaids,this was started y some raw footage that was shared by people who discovered them. The footage ranged from spotting them from a distance to the discovery of a body. This caused a epidemic to form and being able to tell the difference between what was real and what was fake became paper thin.
Animal Planet got people to engage in this by getting them to use the hash tag #mermaids to reveal all the never seen before footage. They started to air a TV series based on this in two
There are also difference between online and offline stalking, such as when stalking the stalker will need to physically be close to the victim whereas online it could be done across the country. It is also easy for the stalker to harass the victim and get others involved when it is done online.
The purpose of the site and series was to inform about the discovery of mermaids,this was started y some raw footage that was shared by people who discovered them. The footage ranged from spotting them from a distance to the discovery of a body. This caused a epidemic to form and being able to tell the difference between what was real and what was fake became paper thin.
Animal Planet got people to engage in this by getting them to use the hash tag #mermaids to reveal all the never seen before footage. They started to air a TV series based on this in two
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