Digital Citizenship: Students recognize the rights, responsibilities and opportunities of living, learning and working in an interconnected digital world, and they act and model in ways that are safe, legal and ethical.
2b: Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
Internet-connected computers/tablets, multi-player gaming systems and cell phones.
Interactions that are mindful of the law. For example, abiding by copyright and fair use, respecting network protections by not hacking them and not using another’s identity.
Interactions that keep you out of harm’s way, for example, knowing the identity of who you are interacting with; how much and what kind of information you release online; protecting oneself from scams, phishing schemes and poor purchasing practices (e-commerce theft).
Interactions that align with one’s moral code, for example, preventing or not engaging in cyberbullying, trolling or scamming; avoiding plagiarism; supporting others’ positive digital identity.
Interactions that convey a portrait of the way you want to be perceived and healthy interactions with technology itself, for example, moderating the time online or gaming, ergonomic issues and balancing use of media with daily physical activity.
Use the activities below to incorporate the Digital Citizenship Focus into your classroom.
The Office of Library Media Services (OLMS) has compiled additional Digital Citizenship activities to support your curriculum throughout the school year.
How can we be good digital citizens?
How can I be positive and have fun while playing online games, and help others do the same?
How can you de-escalate digital drama so it doesn't go too far?
Connecting With Digital Audiences
How can we use code-switching to enhance our communication with online audiences?
Try one of the quick activities below. SMART Notebook 18 software or higher is required to complete PreK to 8th grade activities.