With the evolving world changing the focus of student learning, Siemens (2005) theory of Connectivism is essential to consider when developing knowledge and understanding through teaching and learning experiences. Students need to be connected and engaged in authentic opportunities that relate to themselves and their interests. Beardon (2016) also discusses how the elements of Digital Citizenship should be intertwined with existing learning opportunities for the most effective practice. Students are digitally active and while the notion of them being natives is somewhat of a myth, they are still accessing technology every day and engaging with a wide range of programs (Prensky, 2001) and it is critical they are fully aware of the security and safety demands of working in a digital space (Sharriff, 2005) as well as the appropriate behaviours, attitudes and actions (Conrad, 2002).
Video retrieved from USC Blended learning: https://www.youtube.com/watch?time_continue=6&v=yx5VHpaW8sQ
Where does it say what I have to do?
ACARA's Digital Technologies Curriculum and the ICT General Capabilities will guide you to specific skills that students need to learn at different stages in their schooling. Keep in mind, the optimum way for students to develop these skills is to ensure they are taught in an authentic context, rather than isolation (Callil, Whitby, Bhattacharya, Callaghan & Dennis, 2012).
Explore these documents and add to the popplet below information you find relating to safety, security and etiquette. Use different colours for different year levels to navigate what is necessary and when.
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To instruct a student and explicitly teach them content is not the most effective way for students to develop rich understanding in order to transfer it across a range of contexts. Teaching students in a classroom, where they are exposed to a strict and select range of opportunities will only allow them to understand skills in set contexts. For deep understanding, students require opportunities to have their learning modelled, guided and then a chance to work independently, discovering their learning themselves (Frey, Fisher & Hattie, 2016). Through these opportunities, they can also take time to reflect, evaluate and give their peers feedback (Frey, Fisher & Hattie, 2016; Ribble, 2015). Ribble (2015) also notes that students require opportunities to be reflective in their learning and activities in order to evaluate their activity and make personal adjustments.
The skills are critical - but the teaching of them is key!
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As you work through this module, plan the teaching and learning experiences for your students keeping the Gradual Release of Responsibility Model in mind.
Use the Padlet below to brainstorm ideas with your colleagues on effective learning experiences that you can create to teach students how to be safe, secure and behave appropriately in the digital context:
Image retrieved from:
https://msjohnsonk.wordpress.com/2015/11/28/gradual-release-of-responsibility/
Image adapted from https://inspireconnections.wordpress.com/tag/gradual- release-of-responsibility/
Know Your Stuff!
Staying safe and respectful online is HUGE - there is so much to know: Use this interactive image as an ultimate "Go-to-guide" in your teaching for fast facts and definitions (question mark), teacher tips to be aware of (pencil) and hands on activities (hand) that will assist in the planning and understanding process.
Step 1: Teaching the Facts
1. Students need to be explicitly involved in the content of their learning experiences. Introduce the themes of Safety Online and Netiquette with them. The videos will generate conversations, discussions and reflections of student experiences.
Explore these with them to generate an understanding yourself of the platforms that the students use and how they interact in this context
Online Safety
Years F - 2: Hector's World Years 3 - 4: PlayLikeShare Years 5 - 6: Jigsaw
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Hector's World Retrieved from eSafety Office: https://www.esafety.gov.au/education-resources/classroom-resources/hectors-world
PlayLikeShare Retrieved from ThinkUKnow: https://www.thinkuknow.co.uk/parents/playlikeshare/
Jigsaw Retrieved from ThinkUKnow: https://www.thinkuknow.co.uk/parents/Support-tools/Films-to-watch-with-your-children/Jigsaw_original/
Consolidating the Facts:
Design a digital poster
Write a podcast to share the information about online safety
Write reflections on a blog about something they have experienced or three things they will always do online
Create a class rap about Safety Online
Netiquette
Years F - 2: Be Kind Online Years 3 - 4: Bad Netiquette Stinks Years 5 - 6: THINK Before you Type - TEDX
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Be Kind Online retrieved from Planet Nutshell: https://www.youtube.com/watch?v=0u6-2aCea-M
Bad Netiquette Stinks retrieved from NetSmartz Kids: https://www.youtube.com/watch?v=VBOiF4ius6A&t=3s
RETHINK Before you type retrieved from TEDX Talks: https://www.youtube.com/watch?v=YkzwHuf6C2U&t=85s
Consolidating the Facts:
Step 2: Preparing Properly
Create digital comic strips to demonstrate appropriate online interactions
Develop scripts and role plays to show best practice online
As a class, create a list of non-negotiables or "do's and don'ts"
Multiplayer games:
Preparing Properly: Students need to embed these skills and transfer across a range of contexts
Students are engaging in interactive online communities everyday. Although primary students may not be accessing social media hubs like facebook and twitter due to age restrictions (which can easily be bluffed), they are engaged with applications such as Club Penguin, Minecraft, GalaXSeed and gaming systems connected to the internet like Nintendo and Playstations. West (2010) notes that in order to effectively prepare students for online communities and ultimately, collaboration and communication, as well as working positively in a digital space, they need not only the knowledge but opportunities to practice, learn and strengthen their skills.
These games consist of multiplayer interaction where students are able to communicate and share information with friends, but also strangers. It is critical that they understand the need for safety and security of their identification and information but also that they interact positively and respectfully. As Richardson (2003) states, it is building a "World without Walls" and transferring the explicit instruction into opportunities beyond the classroom practise.
As part of a learning experience have students sign up and play the games they ordinarily would. This leads to rich and purposeful discussions about different elements of Online Safety and Netiquette without naming it explicitly.
What is a sensible username?
How do we talk back to fellow players?
What information do we give out when we talk to someone?
Do we let anyone join our team for play?
Who are the other people playing the game? Where do they come from? What time is it there? What is life like there?
What would you do if someone interacted unusually with you?
References
Bearden, S. M. (2016). Digital citizenship: A community-based approach. Corwin Press.
Callil, P., Whitby, G., Bhattacharya, S., Callaghan, P. & Dennis, I., (2012). 21st Century Education. Retrieved 18 November 2017 from: www.abc.net.au/radionational/programs/futuretense/21st-century-education/4197700#transcript
Conrad, D. (2002). Inhibition, integrity and etiquette among online learners: The art of niceness. Distance Education, 23(2), 197-212.
Frey, N., Fisher, D., & Hattie, J. (2017). Surface, deep, and transfer? Considering the role of content literacy instructional strategies. Journal of Adolescent & Adult Literacy, 60(5), 567-575.
Prensky, M. (2001). Digital natives, digital immigrants part 1. On the horizon, 9(5), 1-6.
Ribble, Mike. (2011). Digital citizenship in schools. International Society for Technology in Education.
Richardson, W. (2008). World without walls: Learning well with others: How to teach when learning is everywhere. Edutopia. Retrieved December, 14, 2009.
Shariff, S. (2005). Cyber-dilemmas in the new millennium: School obligations to provide student safety in a virtual school environment. McGill Journal of Education, 40(3), 467.
Siemens, G. (2005). Connectivism: A learning theory for the digital age. International journal of instructional technology and distance learning, 2(1), 3-10.
West, R. E. (2010). A student’s guide to strengthening an online community. TechTrends, 54(5), 69-75.