This website is dedicated to teaching people how to be ethical and efficient users of the Internet. It includes games, activities, lessons, parent guides, posters and other programs that could be used to teach students how to safely and effectively use the Internet.
Students examine what deepfakes are and consider the deeper civic and ethical implications of deepfake technology. In an age of easy image manipulation, this lesson fosters critical thinking skills that empower students to question how we can mitigate the impact of doctored media content. This lesson plan includes a slide deck and brainstorm sheet for classroom use.
This is a lesson using Digital Age Skills in Digital Citizenship.
Original Author: Tessa Janssen
I have attatched the board Game overview in the resource library with a turtorial on how to play the game and the actual lesson plan. This is a fun board game to help Kindergarten students count 1-6 while also learning about the do's and don't's of digital citizenship.
This annotated list (from the MSDE Blackboard website) is intended to provide teachers links to resources that can be used to teach digital citizenship and other technology related concepts and skills. The resources listed are considered free to use but are not necessarily openly licensed materials unless otherwise noted. Feel free to remix this document to delete any links that are not useful to you and add any resources you find worthwhile.
The Internet and Internet-enabled technologies continue to develop very fast. This has many benefits, but it changes to the way in which learners learn, communicate and interact.
Learners are keen and avid users of the Internet and mobile technologies. They are seen as ‘digital natives’, always surrounded by technologies. There are many social, educational and economic benefits for learners in using ICTs. Learners need to understand what is acceptable and appropriate behaviour in an online society.
Students explore multiple forms of digital etiquette and citizenship. They research current events based around digital concerns and innovations. Eventually, they apply that knowledge to their own lives and use of technology to develop 5 top guidelines for digital device usage for their peers. Students share their presentations and projects in an exhibit-style venue. Using a survey, students vote for their top choices, eventually selecting one choice to implement.Standards:CCSS English Language Arts (Grade 8)Ohio Standards for Technology