Thursday, 12 November 2015

Additional Resources

Digital Citizenship and Digital Access
Chen, W. (2013) [Internet] Slideshare Presentation: The Social Capital Effects: Resources, Tie Strength, and Digital Divides. Available from: http://www.slideshare.net/wenhong/c1-social-capital-effectct-asa2 [Accessed 12 Nov 2015]

“Data” Math is fun, n.d. [Internet] Available from: http://www.mathsisfun.com/data/data.html [Accessed 12 Nov 2015]

Digital Literacy and Information Fluency
Packet switches. [Image] Wikibooks. (n.d.) Available from: http://en.wikibooks.org/wiki/A-level_Computing/AQA/Computer_Components,_The_Stored_Program_Concept_and_the_Internet/Structure_of_the_Internet/Packet_switching#mediaviewer/File:CPT-Internet-packetswitching.svg [Accessed 12 Nov 2015]

Digital Communication
Anon (a), (2013). MIT Technology in Review. [Internet] 2013: The Year of the Internet of Things. Available from: http://www.technologyreview.com/view/509546/2013-the-year-of-the-internet-of-things/ [Accessed 12 Nov 2015]

Digital etiquette
Melin, E. (Mar, 2013). [Internet] 11 Examples of Bad Digital Etiquette. Available from: http://www.spiral16.com/blog/2013/03/11-examples-of-bad-digital-etiquette/ [Accessed 12 Nov, 2015]

Digital Rights and Responsibilities
News24. (11 Sep, 2013) Bristow-Bovey ‘pleads guilty’. [Internet] Available from: http://www.news24.com/World/News/Bristow-Bovey-pleads-guilty-20030911 [Accessed 12 Nov 2015]

Digital Security
Lee, A. (08 Aug, 2011) Huffington Post. Why Does Sony Keep Getting Hacked. [Internet] Available from: http://www.huffingtonpost.com/2011/06/08/sony-hack-problems_n_873443.html [Accessed 12 Nov 2015]

Digital Health and Wellbeing
Net Addiction: Centre for Internet Addiction. (n.d.) FAQ. [Internet] Available from: http://netaddiction.com/faqs/ [Accessed 12 Nov, 2014]

Digital Commerce

Digiteen Wiki. (n.d.) Digital Commerce. [Internet] Available from: https://digiteen.wikispaces.com/Digital+Commerce [Accessed 12 Nov, 2015]

Digital Communication




https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCIP7oOKyiMkCFUc7GgodNiYBhw&url=http%3A%2F%2Fclashofclans.com%2F&psig=AFQjCNHpEcAJke6UEyj5Nz8g3oiG7ztzLg&ust=1447332193086555


Clash of clans is an online multiplayer games in which players build a community, train troops, and Dark Elixir, which can be used to build defenses that protect the player from other players’ attacks, and train and upgrade troops.  The game also features a pseudo-single player campaign in which the player must attack a series of fortified goblin village. Johnson, Leif (Aug, 7, 2012)


Strategies: there are two phases in a clan war, the preparation day and the battle day.  Each participant can attack twice during the battle day.  At the end of the war the clan that earns the most stars from attacking wins the clan war.

Logistics: to join a clan and gain trophies.  The game score function is to be a multiplayer game however you can play it in single player mode if you choose. Every clan member who makes successful attacks during a clan war will earn some bonus loot, but only the winning clan will receive a large loot bonus.

The game was not interesting for me; hence I don’t like playing online games. I kept on getting raided and could not get more money and stars to advance my objet. Although there were helpful 
strategies, I struggled to advance.

Collaborative process:
Establish: I needed to make sure that my village was up to speed before an attack. I needed to make sure that I was always connected to the Internet hence the game is played online.
Envision: no issues occurred and the roles were clearly defined.
Engineer: I created a plan on how I was going to monitor the attack of the other team.
Execute: I was able to build a strong army, build and upgrade infrastructure.
Examine: I managed to gather information for my Poe on digital communication.
(Digital Citizenship student manuel,2015, page 52 and 53)

This was inappropriate behavior and communication.
The only communication clash of clans’ uses is global chat function, allowing users to chat to those who form part of the clan.  There are instances where some players used bad language and threats due to the army defeating theirs.  People would end up having normal conversations not even about the game.

This game is not educational for children when it comes to digital citizenship. The language that was used online by other players was not child friendly; hence children of today should not be exposed to that at all. The only way a child could apply digital citizenship is with their parents’ supervision, to teach the child what is right and wrong digital practice e.g. ignoring strangers to contact you, knowing when to report someone etc.




https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCMC70_KyiMkCFYe2Ggod3fwGjw&url=https%3A%2F%2Fplay.google.com%2Fstore%2Fapps%2Fdetails%3Fid%3Dcom.supercell.clashofclans&psig=AFQjCNHpEcAJke6UEyj5Nz8g3oiG7ztzLg&ust=1447332193086555






https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCJ-2o5iziMkCFUVcGgod6hgFiQ&url=http%3A%2F%2Ffotoaa.xyz%2Fclash-of-clans%2F&psig=AFQjCNHpEcAJke6UEyj5Nz8g3oiG7ztzLg&ust=1447332193086555


Monday, 9 November 2015

Digital Security



https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCMWx_s60iMkCFcruGgodkqkKow&url=http%3A%2F%2Fwww.extremetech.com%2Finternet%2F214873-get-ready-for-organized-cybercrime&psig=AFQjCNFUismzqKhu5y311lvot3ko1pxgaQ&ust=1447332689876165

Issues surrounding security


Devices and Networks
Our computers, laptops, tablets and smart phones are at risk from malicious software, also known as malware.

Digital fraud and crime
Includes crimes such as scams, child pornography, identity theft, social media re-engineering, cyber bullying, and cyber stalking and cyber harassment.


Terms and conditions
Not reading the small print can mean big problems.
 Rebecca Smithers, consumer affairs correspondent Wednesday May 11, 2011 07.00 BST
The research, commissioned by investment specialist Skandia, exposes how easy it is for people booking and paying for goods and services online to click the terms and conditions box without actually reading them in full.  She said online shoppers may be tempted to tick the box to confirm they have read the terms and conditions when they have not actually done so, but added: “

They are different on every website, so make sure you know what you’re agreeing to.  People are often surprised to find out they’re obliged to pay to return unwanted items purchased online, as it is commonly stated in the terms and conditions and these fees can be expensive.


Cyber crime
When any crime is committed over the Internet it is referred to as a cyber crime.

Types of cyber crimes and their how can they be avoided

Identity Theft: when a person purports to be some other person, with a view to creating a fraud for financial gains.  It can be data breaches of private websites too, that contain important information such as – credit card information, address, email ID’s, etc.
How to prevent identity theft
-shop online only on trusted websites.
-do not directly reply with your resume to online job offers via emails- even if the job website is reputed.
-balance your credit card standards every month to see if any item exists that you cannot relate to.
-check out your credit reports once a year to see if there are any loans that you did not take.

Ransomware: enters your computer network and encrypts your files using public-key encryption, and unlike other malware this encryption key remains on the hacker’s server. Attacked users are then asked to pay huge ransoms to receive this private key.
How to prevent Ransomware
Update OS and security software
Back up your data
Never click on unknown links or download attachments from unknown sources.

DDos attacks: are used to make an online service unavailable and bring it down, by bombarding or overwhelming it with traffic from multiple locations and sources.  The idea is normally to draw attention to the DDOS attack, and allow the hacker to hack into a system.
How to prevent DDos
You must clog your server bandwidth with fake request from botnets. Buying a little more bandwidth will reduce or even prevent DDoS attacks but it can be a costly method.

Malvertising: is a method whereby users download malicious code by simply clicking at some advertisement on any website that is affected.  The cyber criminals show how clean ads for a period of time and then replace it with malverts so that the websites and advertisements do not suspect.
How to prevent malvertising
 Precaution is the only way to avoid malvertising and remember to keep your operating system and your installed software, including browser plugins, always updated
.
Remote Administration Tools: are used to carry out illegal activities.  It can be used to control the computer using shell commands, steal files/data, and send location of the computer to a remote controlling device and more.
How to prevent remote administration tools
-use a strong user login password
-be careful while opening emails from unknown senders and especially while clicking on attachments.
-you will need good anti-malware software to detect and isolate the Trojan before it can install any kind of script on your computer.















Reference Page

Digital divide [online] Available from: http://www.internetworldstats.com/links10.htm [Accessed on 6 Nov 2015]
Definition “social capital” [online] Available from: http://www.betertogether.org/socialcapital.htm [Accessed 6 Nov 2015]

Animal Planet mermaids 2012 [online] Available from: https:en.m.wikipedia.org/wiki/mermaids: The _Body_ Found [Accessed 6 Nov 2015]
Digital footprints [online] Available from: https://en.m.wikipedia.org/wiki/Digital-footprint [Accessed 6 Nov 2015]

Clash of Clans game [online] Available from: https://en.m.wikipedia.org/wiki/Clash_of_clans [Accessed 12 Nov 2015]

10 Points of netiquette [online] Available from: http://15009701.weebly.com/the-chronicles-of-a-digital-citizen/10-points [Accessed 7 Nov 2015]

Bandwidth on a blog[online] Available from: (http://jimmakos.com/2012/02/how-much-bandwidth-does-your-blog-use/)[Accessed 12 Nov 2015]

Types of cybercrimes [online] Available from: http://www.thewindoesclub.com/types-cybercrime [Accessed 9 Nov 2015]

Top 10 tips for buying an online auction [online] Available from:http://www.telegraph.co.uk/sponsored/culture/barnebys-auctions/10344379/online-auction-tips.html[Accessed 8 Nov 2015]

Guidelines to avoid plagiarism [online] Available from: http://www.psych.uncc.edu/pagoolka/plagiars.html[Accessed 8 Nov 2015]

History of ecommerce [online] Available from:  http://www.miva.com/blog/the-history-of-ecommerce -how-did-it-all-begin? [Accessed 7Nov 2015]











Digital Commerce (Online Auctions and Tips)


Online Auctions and Tips

http://online-auction-sites.toptenreviews.com/

Top 10 tips for buying at an online auction

By Bridget Galton 12:39PM BST 02 Oct 2013

1. The estimate is just an indication
The estimate is just, merely an indication of what the piece is worth.

2. Do your research
Get as much information about the item before you start, read the in formation carefully in advance and don’t be afraid to email the auction house in advance for more photos or information.

3. Choose your limit
You can get emotionally caught up in the thrill of the moment and continue bidding beyond what you can afford.

4. Look out for extra charges
Check additional charges before you did.  Auction houses usually charge 15-25 per cent commission on top of the hammer price and some online bidding platforms charge 3-5 per cent to use them.

5. It is a contract to buy
when the auctioneer bangs the gavel down at the end of bidding,it establishes the hammer price and it is a contract to buy.

6. Place an absentee bid
this authorizes the auction house to bid on your behalf to secure the lot at the lowest possible price.

7. keep an eye on the deadline
you receive email alerts as other bidders top your price.





Digital Commerce (History of ecommerce)


https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCNKz0ZiwiMkCFUmGGgodJWQLkA&url=http%3A%2F%2Fvisual.ly%2Fhistory-ecommerce&psig=AFQjCNF-tRMQB57rUVX4-aYTy6Ku2i3cQA&ust=1447331508840527

History of ecommerce
Posted by Miva Merchant to articles on October 26th, 2011
Ecommerce or electronic commerce, is the buying and selling of products or services via the Internet.

Ecommerce was introduced 40 years ago and, to this day, continues to grow with new technologies, innovations, and thousands of businesses entering the online market each year.  The convenience, safety, and user experience of ecommerce has improved exponentially since its inception in the 1970’s.

1960-1982
Paving the way for electronic commerce was the development of the Electronic Data Interchange (EDI).  EDI replaced traditional mailing and faxing of documents with transfer of data from one computer to another.  Trading partners could transfer orders, invoices and other business transactions using a data format that met the ANSI ASC X12, the predominant set of standards in North America.  Once an order is sent, it is then examined by VAN (Value-Added Network) and finally directed to the recipient’s order processing system. EDI allowed the transfer of data seamlessly without any human intervention.
In 1979 Micheal Aldrich connected a television set to a transaction processing computer with a telephone line and created what he coined, :teleshopping:, meaning shopping at a distance.

1982-1990
In 1982, France launched the precursor to the Internet called, Minitel.  The Minitel was free to telephone subscribers and connected millions of users to a computing network.
By 1999, over 9 million Minitel terminals had been distributed and were connecting approximately 25 million users in this interconnected network of machines.  The Minitel system peaked in 1991 and slowly met its demise after the success of the Internet 3 years later.  In 2011, France Telecom announced its shutdown of the Minitel service system.

90’s To Present
In 1990 Tim Berners Lee, along with his friend Robert Cailliau, published a proposal to build a “Hypertext project” called, “Worldwide Web”.  The inspiration for this project was modeled after the Dynatex SGMl reader licensed by CERN.
The Same year Lee, using a NeXtcomputer the first web server and wrote the first web browser.  Shortly therafter, he went on to debut the web on Aug 6,1991 as a publicly available service on the Internet. When Berner’s Lee decided he would take on the task of marrying hypertext to the Internet, in doing that, the process led to him developing URL, HTML and HTTP.
 (http://www.miva.com/blog/the-history-of-ecommerce-how-did-it-all-begin)

Online Ecommerce Megastores
In the mid-nineties to 2000’s major advancements in the commercial use of the Internet. The largest online retailer in the world Amazon, launched in 1995 as an online bookstore.
The dot com bubble was Ebay, an online auction site that debuted in 1995. Other retailers like Zappos and Victoria Secret followed suit with online shopping sites;  Zappos being a web only operation.
Also in 1995, was the inception of Yahoo followed by Google in 1998, two leading search engines in the US. These successful web directories began their own ecommerce subsidiaries with Google Shopping and Yahoo! Auction, in following years.
As more and more people began doing business online, a need for secure communication and transactions became apparent. In 2004, the Payment Card Industry Security Standards Council (PCI) was formed to ensure businesses were meeting compliance with various security requirements.

http://www.miva.com/blog/the-history-of-ecommerce -how-did-it-all-begin



Digital Commerce (Plagiarism)


Guidelines To Avoid Plagiarism
[Dr. Goolkasian’s HomePage]


https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCI_F74etiMkCFUO4GgodP78IhA&url=http%3A%2F%2Fqualitycustomessays.com%2Fblog%2Fplagiarism%2F&psig=AFQjCNFuXOrKrKdQWO6AuoEcIGrrZvMeGQ&ust=1447330665090934


Plagiarism Guidelines

Guideline 1
Any part of your paper which contains the exact words of an author must appear in quotation marks, with the author’s name, and the date of publication and page number of the source attached.
Guideline 2
Material should not be adapted with only minor changes, such as combining sentences, omitting phrases, changing a few words, or inverting sentence order.
Guideline 3
If what you have to say is substantially your own words, but the facts or ideas are taken from a particular author, then omit the quotation marks and reference with a bracketed citation, such as (Jines,1949).
Guideline 4
Always acknowledge “secondary sources”.
Guideline 5
Every statement of fact, and every idea or opinion not your own must be referenced unless the item is part of common knowledge.
Guidelines 6
Do not hand in for credit a paper which is the same or similar to one you have handed in elsewhere.
Guideline 7
 It is permissible to ask someone to criticize a completed paper before you submit it, and to bring to your attention errors in logic, grammar, punctuation, spelling, and expression.  However, it is not permissible to have another person re-write any portion of your paper, or to have another person translate into English for you a paper which you have written in another language.

(http://www.psych.uncc.edu/pagoolka/plagiars.html)



Digital Rights and Responsibilities



https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCNKHvJu0iMkCFYLkGgodXCQIfQ&url=http%3A%2F%2Fwww.coetail.com%2Fjasonc%2F2013%2F10%2F06%2Fa-comparison-of-the-acceptable-use-policies-of-three-international-schools%2F&psig=AFQjCNFgU1elVw5uKZL6iC2Mc8OQIP8sMA&ust=1447332577246407

The Official AUP for the IIE

1. Students may not use technological tools with malicious intent, such as bullying or harassing others.
2. All students must respect each others privacy. Any attempt to access private files, phone or email messages will be considered theft.
3. Students may not use the Institute's technological systems for purposes that violates school rules or that is illegal.
4. Students may not use the Institute's systems or devices for private gain or ant commercial purpose.
5. Students must use on campus internet access for strictly academic purposes.
6. Students are not to vandalise equipment, resources or software that belongs to the Institution.
7. Students must adhere to the license agreements for installing/ copying software that is purchased by the school.

Non- Compliance Guideline:
The failure to comply with the Institutes AUP will result in serious consequences. The offender will be taken to immediate disciplinary hearing and a decision by the board will be reached on whether to suspend or expel the offender.

Rights and Responsibilities

1. Students have the right to education. And the responsibility to attend every lecture, submit assignments and do all the work that is needed accordingly.
2. Students have the right to access information resources they need to complete any task at hand. And the responsibility to use these resources in a correct manner i.e not vandalise information resources.
3. Students have the right to express their own views, in an acceptable manner, but must also take responsibility for applying to same right to others.
4. Every student has the right to learn as much as they possibly can based only on their individual abilities and without out hindrance or harassment. They have a responsibility to recognise and respect this right in their peers.
5. Every student has the right to use a learning approach that is reasonably compatible with their own learning style. And are responsible for making sure that they dont monopolise too much of the instructors time or influence the pedagogy of the class in a way which is incompatible with the learning styles of others.
6. Every student has the right to a learning environment that allows them to feel safe, comfortable and positive, but they responsible for helping to maintain this environment for all other students in the class.
7. Students have the right to be respected and treated as an individual. And the responsibility to respect the right of others to be different.

Summary of the AUP and guidelines
The Acceptable Use Policy that has been formed and presented is for highlighting serious ways and rules on how to students should access and use technological devices in an appropriate manner that is acceptable to the Institute. It is in place to guide and restrict certain usage of internet platforms, as we are all aware that the internet is a wide open environment that contains a whole lot of helpful resources but there are also inappropriate materials and resources that can be found on the internet that is not suitable for students due to its offensive nature to the institute and other students, so with such a policy in place, such things can be greatly avoided.


 Choosing a blog and the impact it has on bandwidth
Blogger is an open source platform; there is no need to purchase hosting because blogger sites are hosted at Google Servers. Blogger widget plugins that help you to build a better and healthier site.  You do not need any developing skills to use blogger on your site; hence the whole interface is not complicated.  The blog gets 20k page views each month and the average pages size is 1MB, so the blog uses 40GB or more in bandwidth. The blogs bandwidth is tracked daily along with other traffic details by Awstats.

(http://jimmakos.com/2012/02/how-much-bandwidth-does-your-blog-use/)


References:
1. What is acceptable use policy( AUP)?: Definition from WhatIs.com.[ONLINE] Available at:http://whatis.techtarget.com/definition/acceptable-use-policy-AUP.[Accessed19 June 2015]
2. Developing a school Acceptable Use Policy. [ONLINE] Available at:

http://commtechlab.msu.edu/sites/LETSNet/frames/teachers/art/B9U1L4.html. [Accessed 20 June 2015].

Digital Etiquette




https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCPf68dqziMkCFUtYGgod9VsJhw&url=http%3A%2F%2Fmhsantosa.com%2Fmoodle%2Fmod%2Fforum%2Fdiscuss.php%3Fd%3D15&psig=AFQjCNG2S25bdXb-aNJaDnrq66dPIMMpSg&ust=1447332431623319

Code of Conduct

Virginia Shea’s (1994) 10 Points of netiquette
1.Remember the Human
Never forget that the person reading your communication is actually a person with feelings and can get hurt.
2. Adhere to the same standards of behavior online that you follow in real life
Be ethical in your engagement and know that breaking the law is bad netiquette
3. Know where you are in cyberspace
The netiquette required will differ from domain to domain.
4. Respect other people’s time and bandwidth
Make sure you read FAQs first before asking mundane questions where the answers already exist.
5. Make yourself look good online
Check your grammar and spelling before you post
6. Share expert knowledge
Offer answers and help others where you can.
7. help keep flame wars under control
Don’t respond to flame-bait, don’t post spelling or grammar flames, and apologize if you have done so.
8. Respect other peoples’ privacy
Don’t give out people’s details, online or offline.
9. Don’t abuse your power
The more power you have, the more important it is how you use it.
10. Be forgiving of other people’s mistakes
We all were once a newb (and no we don’t mean noob- those who know little and have no will to learn any more).

(Digital citizenship Module Manuel,2015,pg 84 and 85)

Penalties that apply for failing to meet these rules
If these rules are not followed the first step would be to send the user an automatic email stating that they are breaking these rules.
The next step would be to limit their time access to the internet
If the rules are still continued to be disobeyed they would then need to attend a disciplinary hearing
If the previous step has not corrected their actions then the final step would be to take legal action against the user.


How to enforce and manage netiquette in your business
-Adjust privacy settings so that you have control over who posts on your wall, tags you in photos and via status updates
-Do not share items that may not be reflective of your organization.
-Avoid liking or retweeting a negative, controversial status update- Your actions may be perceived as providing a tacit endorsement
-Think before posting on social media
-Do not pitch an idea product or job opportunity on someone’s public wall or profile.
-Do not tag co-workers without their permission
-Do not speak ill of others or publicity deride competitions

(Scott Steinberg, Thursday, June 26, 2014)




Digital Literacy and Information Fluency

                        

https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCLGirKyxiMkCFUnYGgodrmQCjQ&url=https%3A%2F%2Fen.wikipedia.org%2Fwiki%2FMermaids%3A_The_Body_Found&psig=AFQjCNGnV292qpvViexJBqPjyR-nZyr9Bg&ust=1447331729952132


The purpose of the site and series that Animal Planet created was to tell a story of a scientific team’s investigative efforts to undercover the source behind mysterious underwater recordings of an unidentified marine body.  The show presents the generally discredited aquatic ape hypothesis as evidence that mermaids exist, along with a digitally manufactured video.  A sequel broadcast called Mermaids: The New Evidence aired May 26, 2013
(https:en.m.wikipedia.org/wiki/mermaids: The _Body_ Found)

The Public’s Response to the site and series
Mermaids has been criticized for giving the impression of being an actual documentary, when in fact much of the material was made up, and the scientists shown were actors (Jim Vorel July 17,2012). “Mermaid body found? No, bad TV” Quad-City Times

Publicity for the program included a website falsely claiming government seizure of the sites domain, and the US National Oceanic and Atmospheric Administration put  up a rebuttal to the program “Mermaids: The Body Found”  snopes.com May 28,2013

My opinion about the animal planet campaign was that, the campaign was not a success; hence the website that Animal Planet created at beleievinmermaids.com offers no content other than an opening page hoax proclaiming that the sites domain had been seized by the US. Department of Justice and Homeland Security.

Digital footprint: On the Internet a digital footprint is the word used to describe the trail, traces or ‘footprints’ that people leave online.(Webopedia, n.d.)

2classifications of digital footprints:
-Passive digital footprint is created when data is collected without the owner’s acknowledgement.
-Active digital footprint is created when personal data is released deliberately by a user for, the purpose of sharing information about oneself by means of websites or social media (Pew Internet: Digital Footprints)

Our digital footprints creates the basis of our online reputation, a reputation that others may assess whether or not we are trustworthy, reliable, and likable,etc.  we need to be careful of our online reputation.

(Digital Citizenship Module Manuel,2015, page 54)

Digital Citizenship and Digital Access



https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCND9x4CyiMkCFZOGGgod6uILfA&url=http%3A%2F%2Fwww.laneterralever.com%2Fdigital-divide-fact-or-fiction%2F&psig=AFQjCNGI6T44PzMIPrFjnI4VMa3hr0XgVw&ust=1447331997967959

The difference between data, information and knowledge is the processes that it undergoes. Essentially data is a collection of unprocessed facts and figures, whilst information is the result of processing that data. Knowledge is then gained from the interpretation of the information in the context of existing knowledge and understanding

(Digital Citizenship Module Manuel, 2015, page 26)

The Digital Divide- a socio-economic divide
This is relevance in the case of Internet use, where socio-economic groups that attend a private tertiary institute vary widely in the number or ratio of the public with the access to the Internet, with the ability to access, data and information through the use of digital devices.

(Digital Citizenship Module Manuel, 2015, page 23)
Cognitive Access: the ability to understand assignments, plan approaches to and execute tasks, use materials effectively, comprehend content presented in various media, organize work, understand and use feedback, and express ideas effectively. Posted by PLB-Professional Learning Board (https://k12teacherstaffdevelopment.com/tlb/what-do-you-mean-by-cognitive-access-to-curriculum/)

Physical Access: Refers to actual hands-on, on-site to computer and network hardware or other parts of a hardware installation. (https://www.techopedia.com/definition33927/physicalaccess)

Elements of the Digital Divide
Social Capital (Social Connectivity) and digital divide
Social Capital- the collective value of all social networks and the inclinations that arise from these networks to do things for each other. The central premise of social capital is that social networks have value. (http://www.bettertogether.org/socialcapital.htm)
Given the value people gain from online socializing, digital divide impact on people’s ability to leverage their social capital, impending on their ability to access data, information and knowledge that may enhance their own feelings of self-worth coupled with their ability to further themselves socially.

Knowledge Capital and digital Divide
Knowledge capital in the context of education
The divide in education is recognized where South African students from all backgrounds are striving to get a tertiary qualification to ensure employability. The socio-economic divide and very desperate secondary educational schools has a domino effect when it comes to tertiary studies.

(Digital Citizenship Module Manuel, 2015, page 30)

Knowledge capital in the context of business
Businesses develop knowledge capital by encouraging employees to share information through white papers, seminars and person-to-person communication. Knowledge capital is an intangible asset that comprises the information and skills of a company’s employees, their experience with business processes, group work and on-the-job learning.


Human Capital and digital divide
Human Capital is health, knowledge, motivation and skills, the attainment of which is regarded as an end in itself because they yield fulfillment and satisfaction to the possessor. (http://www.businessdirctory.com/definition/human-capital.html)

Human capital in the context of business
This capital is the organizations constantly renewable source of creativity and innovativeness (and imparts it the ability to change) but is not reflected in its financial statements.




Digital Health and Wellbeing


https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCPXU4vW0iMkCFUS6GgodlFQGhw&url=http%3A%2F%2Fdigitalcitezenship.blogspot.com%2F2015%2F06%2Fdigital-security-digital-health-and.html&psig=AFQjCNGFuS2GpBaPA_RUWTdOAWoiFbyzug&ust=1447332778978390

Wellbeing and health for children
According to Ribble (2011) the definition of this element is: “Physical and psychological well-being in a digital technological world”.

Physical Issues
These are the physiological symptoms and issues that may arise from the overuse of technology and the Internet.

- Ergonomics
Ergonomics is ‘”the science of designing environments and products to match the individuals who use them” (Global Total Office, n.d.). It involves having chairs, desks, keyboards, screens designed to match the employee’s physique.

-Repetitive Strain Injury Syndrome (RSI)
This syndrome develops over time, after repeated use of a particular muscle group, as well as poor posture. This can be incredibly painful in the area that it develops. The most common types of RSI are:
- Carpal Tunnel Syndrome
- Tennis Elbow
- Trigger Finger
- Tendonitis
- Blackberry Thumb

-Eye Strain
 Impact on other areas as well as the affected one, is the eyestrain. Computer Vision Syndrome and Digital Eye Strain are two types of eyestrain that occur.
-Obesity  
Given the extent of time we spend at a desk, sitting around, we need to ensure that we eat healthy and maintain a regular exercise regime.

Psychological Issues
 The psychological effects are that much more critical, in that:

1. Harder to identify. There are no visual identifiers to highlight the damage, unlike a sore, getting fact, etc.;
2. Often misdiagnosed;
3. Stigma attached to diagnosis;
4. People’s lack of understanding the severity of untreated disorders; and
5. Chemical treatments often have physical side effects.


-Addiction
In 2013 there were 2,756,198,420 Internet users, of which 70% used it every day. Recent studies showed that one in every 8 users suffered from Internet addiction (Young, 2012).

-Online Disinhibition Effect
This dissociative behaviour results in people feeling less inhibited due to the anonymity of the Internet and therefore results in increased antisocial, disruptive behavior.

-Cyber Bullying
Studies conducted on children and adolescents consistently state the negative psychological consequences of cyber bullying. Severe victimization of a child has such far-reaching ramifications that often said child experiences adult problems as a result.

-Cyber Stalking
Due to the anonymity of the Internet, stalking on the Internet has risen in number of incidents reported. This crime is perhaps the most frightening in that the victim has no control, often not believed (it’s your imagination), and are often further victimized when others believe the victim to be ‘making it up’.
(Digital citizenship Student Manuel, 2015, page 134-145)








Safe good games for kids to play

TUG OF WAR
Draw a line in the dirt or field and get a rope.
 Number off the same amount on each side of the rope.
The first team that gets the other team across their side of the line wins. Caregivers and teachers--join in!
https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCInt4OSviMkCFYOrGgodyM0Ihw&url=http%3A%2F%2Fwww.telegraph.co.uk%2Fnews%2Fhealth%2Fchildren%2F3315160%2FBoost-your-childrens-brain-power.html&psig=AFQjCNH8CfvgJyJUW6n0hsjwfG1twDX0Rw&ust=1447331397364502

FOUR SQUARE
 You need: A gym floor with 4 squares or PAVEMENT and CHALK..
1. Draw a 6- to 10-foot square on a paved surface.
2. Divide the larger square into four smaller squares, number the squares 1 to 4, and have each child stand in a block.
3. The player in square 4 serves the ball by bouncing it in his square and tapping the ball into another square.
4. The player in that space must tap the ball (after one bounce) into another kid's area, and so on, until someone misses the ball, lets the ball bounce twice, or sends it out of the grid.
5. The player who misses the ball steps out and the remaining players rotate up through the numbered squares. If you are playing with more than four players, a new player enters the game at square 1.
The player who is out waits in line to re-enter the game once square 1 is open again. Whoever is now in square 4 serves the ball to resume play.



https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCJO6iIquiMkCFcguGgodzigNnQ&url=http%3A%2F%2Fwww.campuskids.com%2Fnjstaff%2Fclassic-games.html&bvm=bv.106923889,d.d2s&psig=AFQjCNEkS2eNuJTAUyzTd1lmjKhg_VUn6Q&ust=1447330942207418

 TRADITIONAL TAG GAME...
 It's best played with lots of places to hide. The person who is the counter (or seeker) stands next to a designated tree and closes their eyes while counting to 20.  The rest of the players run and hide.  When the seeker is done counting, they call out “Ready or Not, Here I come!” and begin searching for everyone else.  The goal for those hiding is to get back and touch the tree before being tagged.  Those who are tagged before touching the tree are also “It” and join the seeker.  The last one to reach the tree or be tagged is the seeker for the next game.



https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCKrDndyuiMkCFYTSGgodvtUPhw&url=http%3A%2F%2Fwww.topics-mag.com%2Fedition11%2Fgames-tag.htm&psig=AFQjCNEA1G4b32IFsNPxSMyXvtYkTOhd9g&ust=1447331043057256

KICK THE CAN
Place a coffee can in a large open area to be home base.
"It" counts to 50 while the other kids hide.
When "It" SEES a child, he/she calls their name.
They both race to the can, and try to kick it first.
If "It" kicks the can, the hider is caught and placed in "prison" in a pre-selected area.
If the hider kicks the can, he/she and all players in prison are free, and "It" must count again.


https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCPLqgoyviMkCFQM8GgodR2sMhg&url=http%3A%2F%2Fkidschaos.com%2Flets-play-kick-the-can%2F&psig=AFQjCNHs1jI5OuORO5359cD7o0V1KcmxfQ&ust=1447331170140801

 HULA HOOP FREEZE TAG
Scatter out several hula hoops around the play area.
Assign taggers to freeze the other players.
Students inside a hula hoop can not get frozen, but can only stay long enough to count to 10.
Only one child per hula hoop is allowed.


https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCPCYkreviMkCFYcDGgodtSoKhw&url=http%3A%2F%2Fwww.playworks.org%2Fgame-tags%2Fflexible-games&psig=AFQjCNFfG-oLbsrtLnRY__ICdBgV-BNA-Q&ust=1447331295309680

http://www.kidactivities.net/category/games-outside-play.aspx

5 Fluencies of Digital Citizenship


https://www.google.co.za/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAUQjhxqFQoTCNnoqe6riMkCFUkPGgodmHkMjQ&url=http%3A%2F%2Fshanicelamb.weebly.com%2Ffive-fluencys.html&bvm=bv.106923889,d.d24&psig=AFQjCNGUDRQpatDTJ9MgnvyEsfxhvzz65Q&ust=1447330346129885

Solution Fluency

Solution Fluency is the ability to think creatively to solve problems in real time by clearly defining the problem, designing an appropriate solution, delivering the solution, and then evaluating the process and the outcome.The solution fluency as a process should become a focal point of learning, so that we are able to adapt to new problems presented to us. This would require that the process be learnt and applied as often as possible until it becomes second nature, becoming an embedded skill.

Information fluency

information fluency is the ability to critically think while engaging with, creating, and utilizing information and technology regardless of format or platform. Specifically, an information fluent individual is able to recognize the need for information.
The information fluency is the ability to unconsciously and intuitively interpret information in all forms and format in order to attain the required knowledge, perceive its meaning and significance, and use it to complete the real world task.

http://malosenkoenyane.weebly.com/5-fluencies.html


 Media fluency

Listen actively and decode the communication by separating the media from the message, concisely and clearly verbalizing the message and verifying its authenticity, and then critically analyzing the medium for form, flow, and alignment with the intended audience and purpose.
Leverage the most appropriate media for your message considering your content or message and what the desired outcome is. Then consider the audience, your abilities, and any pre-determined criteria. From here, the application of the other fluencies is used to produce and publish your message.

Collaboration fluency

 Establish the collective, and determine the best role for each team member by pinpointing each team member’s personal strengths and expertise, establishing norms, and the signing of a group contract that indicates both a collective working agreement and an acceptance of the individual responsibilities and accountability of each team member.
Envision the outcome, examining the issue, challenge, and goal as a group.
Engineer a workable plan to achieve the goal.
Execute by putting the plan into action and managing the process.
Examine the process and the end result.

Creativity fluency 

creativity fluency how artistic proficiency adds meaning through design, art, and storytelling. We are all creative people. This means that creativity can be taught and learned like any other skill. It’s a whole brain process that involves both hemispheres working together. There are 5 Is to Creativity fluency:
  • Identify the desired outcome and criteria.
  • Inspire your creativity with rich sensory information.
  • Interpolate and connect the dots by searching for patterns within the inspiration that align with your desired outcome and criteria from Identify.
  • Imagine is the synthesis of Inspire and Interpolate, uniting in the birth of an idea.
  • Inspect the idea against the original criteria and for feasibility

(https://allthingslearning.wordpress.com/2011/11/01/getting-fluent-with-the-5-fluencies%E2%80%A6/)






9 Elements of Digital Citizenship




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The 9 Elements Of Digital Citizenship



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. 


2.   Digital Commerce:   electronic buying and selling of goods.
The mainstream availability of Internet purchases of toys, clothing, cars, food, etc. 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).


3.  Digital Communication:   electronic exchange of information.
 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.

4.   Digital Literacy:   process of teaching and learning about technology and the use of technology. 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).

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. Rules and regulations are created or the technology is simply banned to stop inappropriate use.

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.

7.   Digital Rights & Responsibilities:   those freedoms extended to everyone in a digital world.
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 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.


http://www.digitalcitizenship.net/Nine_Elements.html