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Applying social and ethical protocols and practices when using ICT

Resources that help teachers and students to:

...recognise intellectual property

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URL: https://www.nothingbeatstherealthing.info/education-resources/copyright-and-digital-citizenship

Overview: Online teaching and learning resource supporting teachers and students to understand copyright issues and digital citizenship.

Platform: Web-site - all operating systems and mobile devices.

Cost: Free

Age: Year 5 to 10

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This resource aligns to the capability of "applying social and ethical protocols and practices when using ICT", supporting students (and teachers) to "recognise intellectual property" as they participate in a project-based learning activity (ACARA, n.d.).

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The web-site provides tailored teacher and student resources centred around an authentic film-making project which could be adapted into Design and Technology and/or Technology Mandatory units of learning as part of a 'short film design project' (Board of Studies NSW, 2003a; 2003d). Through projects addressing authentic problems, motivation is shown to improve and "higher-order thinking skills" encouraged, as students find relevance in their learning (Becker et al, 2017, p. 10). Further, providing clear "task definition" by introducing the key issue of understanding digital ownership at commencement, and reinforcing it on an ongoing basis, would avoid the message being overshadowed by the more entertaining 'making' aspects of the project (Roblyer & Doering, 2014, p. 227).

 

References:

...identify the impacts of ICT in society

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URL:  https://www.education.vic.gov.au/about/programs/bullystoppers/Pages/default.aspx

Overview: Bully Stoppers is an online toolkit developed to support students, teachers and parents to prevent and respond to bullying. 

Platform: Web-site with linked desktop and mobile applications - supports all mobile and web browsers 

Cost: Free

Age: Year 7 to Adult

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This resource addresses the capability of "applying social and ethical protocols and practices when using ICT" as it helps students to "identify the impacts of ICT in society" through engagement with a central hub of interactive activities and information (ACARA, n.d.).


Bully Stoppers aims to support schools, parents and students to put an end to bullying and cyberbullying (State Government of Victoria, n.d.). Cyberbullying, defined as "bullying that occurs through the use of electronic communication technologies", has become more prevalent with the immediacy of social media, presenting as a major challenge for today’s digitally-connected society (Whitaker & Kowalski, 2015, pp. 11-12). This toolkit provides a holistic approach to addressing this issue by using "inquiry questions" through engaging resources customised to each stakeholder, which can promote the development of "deep understanding" (Killen, 2012, p. 282).

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References:

...apply personal security protocols

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URL:  https://www.pbs.org/wgbh/nova/labs/lab/cyber/

Teacher Guide - https://www.pbs.org/wgbh/nova/labs/about-cyber-lab/educator-guide/

Overview: Online portal featuring an interactive game, challenge quizzes, videos and teaching guides for learning about cyber-security.

Platform: Web-based application - supports all mobile and web browsers 

Cost: Free (requires a free user account registration to save progress)

Age: Year 6 to 12

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This resource aligns to the capability of "applying social and ethical protocols and practices when using ICT" by using gaming to deal with authentic cyber-security scenarios for developing students' knowledge and skills in applying "personal security protocols" (ACARA, n.d.).

 

The Cybersecurity Lab provides students with self-paced, interactive learning experiences in an engaging and safe online environment. It uses "scaffolding" through "drill and practice" tutorials that give instant and direct feedback (Roblyer & Doering, 2014, pp. 56, 92). This resource helps students to identify and apply strategies to protect their personal information - a critical aspect of developing an "ICT literacy" crucial to 21st century learning (Partnership for 21st Century Learning, n.d.; Roblyer & Doering, 2014, pp. 31-32). Furthermore, the positive and proactive nature of this resource, enables students and teachers to foster a "cyber-secure culture" that extends beyond the school (Kortjan & Solms, 2014, p. 29).  

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References:

...apply digital information security practices

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URL: https://esafety.gov.au/education-resources/classroom-resources/lost-summer/about

Overview: Educational game dealing with the issues of online safety and digital citizenship, with supporting teacher resources.

Platform: Web-app - all desktop operating systems; mobile-app - Android and Apple iOS.

Cost: Free

Age: Year 6 to 9

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The Lost Summer game, published by the Australian Government Office of the eSafety Commissioner (n.d.), aligns to the capability of "applying social and ethical protocols and practices when using ICT" and is designed to develop skills in applying "digital information security practices" (ACARA, n.d.).

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"Instructional games", those that exhibit the characteristics of rules, competition and entertainment, are usually met by students with an expectation of fun and excitement due to their potential for winning (Roblyer & Doering, 2014, pp. 108-109). Further, they can increase levels of engagement and motivation, thus allowing more time to be spent learning curriculum content, leading to better retention (Roblyer & Doering, 2014, pp. 110-111). The Lost Summer captures these elements through interactive role-play challenges, building students' knowledge and skills in online safety and promoting "digital citizenship" (Ribble, 2014, P. 88). If integrated appropriately, i.e. used "sparingly", inclusive of all students, and with an introductory lesson on the core content areas first, it could be used effectively in a range of syllabus contexts (Roblyer & Doering, 2014, p. 112).

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References:

©2018 Steve Forbes-Taber. Created with Wix.com

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