4.2 Safe, Healthy, Legal, and Ethical Use
Candidates model and facilitate the safe, healthy, legal, and ethical uses of digital information and technologies. (PSC 4.2/ISTE 5b)
Artifact
Seeing that I am a technology teacher, I can tell you from years of experience, that it is critical to educate your students on the legal and ethical uses of digital information and technology. Every project that you complete online will cross over into this realm in ways and students need to be educated on what the expectations are of using digital technology correctly. My Copyright Presentation focuses on copywritten work; however, many other creative licenses exist and apply to digital artifacts. I worked on this project alone and it serves to shed light on legal issues involving digital technology.
Standard 4.2, Safe, Healthy & Ethical Use – asks candidates to model and facilitate the safe, healthy, legal, and ethical uses of digital information and technologies. My Copyright Presentation shows that I can model and help facilitate others about the safe, healthy, legal, and ethical uses of digital technology. As I stated above, it is incredibly important to cover these topics in the field of education, because where else are they going to gain insight into these topics. Some parents are savvy enough to understand and intervene in a significant way, but most aren’t equipped to touch on these topics and provide the insight needed to close this gap that is widening daily in our society. I see it often. Students distracted by others, invading others privacy. It is truly a problem with the younger generation. Not that digital technology is bad, but there are trade-offs to all technologies, and regarding communication technology, privacy and cyberbullying is a real problem. There are some great resources out there for teachers and learners to utilize and continue to develop this ever-changing issue. One great resource is Digital Compass (Common Sense, n.d.). It has different outcomes that correlate with different decisions, so students can play it more than once to show that they have learned the concepts. There are many resources available that focus on digital citizenship and digital responsibility. All these resources cover one or more of these aspects necessary to be a good digital citizen. Sadly, I wonder if young people are getting the message, but failing and making mistakes is part of growing up. They need to hear from adults and other who care for their safety and well-being what being a good digital leader looks like. Modeling the behavior is an important aspect as well. How good of a digital citizen are you?
I learned a lot more about copyright due to the research that I conducted on the government website (The Compendium of U.S. Copyright Office Practices: Chapter 900, n.d.). Also, my experiences included in the My Copyright Presentation illustrate the experience and mistakes I have made regarding legal responsibility of the digital consumer. You are liable whether you mean to make a mistake or not. I am honestly surprised there isn’t more legal issues that have arisen from the amount of time spent by society using digital technology. One thing I would improve about my artifact is to include more about other license types, like creative commons (About CC Licenses - Creative Commons. (n.d.) licenses. Another aspect is digital safety. I think this is an aspect of digital citizenship that is not covered enough.
The work that went into the Copyright Presentation helps both teachers and learners. The learners because it is such a relevant topic, and teachers, because they need to abide by the laws themselves, and be good stewards to digital life now and in the future. You can assess the impact of this artifact by observing students and conferencing with them about when to and how to properly utilize digital technology.
References
About CC Licenses - Creative Commons. (n.d.). Creative Commons. Retrieved from https://creativecommons.org/about/cclicenses/
Common Sense. (n.d.) Common Sense Digital Compass™ | Educational games for kids to help teach digital citizenship and digital literacy skills. Retrieved from
https://www.digitalcompass.org
Digital Watermarking Technology, its main applications for your business. (n.d.). https://www.imatag.com/. Retrieved from https://www.imatag.com/en/digital-watermarking/
International Society for Technology in Education (ISTE). (n.d.). Essential Conditions | ISTE. International Society for Technology in Education. Retrieved from
https://www.iste.org/standards/essential-conditions
Sheninger, E. (2019). Digital Leadership: Changing Paradigms for Changing Times: Digital Leadership: Changing Paradigms for Changing Times (Second ed.). Corwin.
The Compendium of U.S. Copyright Office Practices: Chapter 900. (n.d.). U.S. Copyright Office. Retrieved from https://www.copyright.gov/comp3/chap900/ch900-visual-art.pdf
Standard 4.2, Safe, Healthy & Ethical Use – asks candidates to model and facilitate the safe, healthy, legal, and ethical uses of digital information and technologies. My Copyright Presentation shows that I can model and help facilitate others about the safe, healthy, legal, and ethical uses of digital technology. As I stated above, it is incredibly important to cover these topics in the field of education, because where else are they going to gain insight into these topics. Some parents are savvy enough to understand and intervene in a significant way, but most aren’t equipped to touch on these topics and provide the insight needed to close this gap that is widening daily in our society. I see it often. Students distracted by others, invading others privacy. It is truly a problem with the younger generation. Not that digital technology is bad, but there are trade-offs to all technologies, and regarding communication technology, privacy and cyberbullying is a real problem. There are some great resources out there for teachers and learners to utilize and continue to develop this ever-changing issue. One great resource is Digital Compass (Common Sense, n.d.). It has different outcomes that correlate with different decisions, so students can play it more than once to show that they have learned the concepts. There are many resources available that focus on digital citizenship and digital responsibility. All these resources cover one or more of these aspects necessary to be a good digital citizen. Sadly, I wonder if young people are getting the message, but failing and making mistakes is part of growing up. They need to hear from adults and other who care for their safety and well-being what being a good digital leader looks like. Modeling the behavior is an important aspect as well. How good of a digital citizen are you?
I learned a lot more about copyright due to the research that I conducted on the government website (The Compendium of U.S. Copyright Office Practices: Chapter 900, n.d.). Also, my experiences included in the My Copyright Presentation illustrate the experience and mistakes I have made regarding legal responsibility of the digital consumer. You are liable whether you mean to make a mistake or not. I am honestly surprised there isn’t more legal issues that have arisen from the amount of time spent by society using digital technology. One thing I would improve about my artifact is to include more about other license types, like creative commons (About CC Licenses - Creative Commons. (n.d.) licenses. Another aspect is digital safety. I think this is an aspect of digital citizenship that is not covered enough.
The work that went into the Copyright Presentation helps both teachers and learners. The learners because it is such a relevant topic, and teachers, because they need to abide by the laws themselves, and be good stewards to digital life now and in the future. You can assess the impact of this artifact by observing students and conferencing with them about when to and how to properly utilize digital technology.
References
About CC Licenses - Creative Commons. (n.d.). Creative Commons. Retrieved from https://creativecommons.org/about/cclicenses/
Common Sense. (n.d.) Common Sense Digital Compass™ | Educational games for kids to help teach digital citizenship and digital literacy skills. Retrieved from
https://www.digitalcompass.org
Digital Watermarking Technology, its main applications for your business. (n.d.). https://www.imatag.com/. Retrieved from https://www.imatag.com/en/digital-watermarking/
International Society for Technology in Education (ISTE). (n.d.). Essential Conditions | ISTE. International Society for Technology in Education. Retrieved from
https://www.iste.org/standards/essential-conditions
Sheninger, E. (2019). Digital Leadership: Changing Paradigms for Changing Times: Digital Leadership: Changing Paradigms for Changing Times (Second ed.). Corwin.
The Compendium of U.S. Copyright Office Practices: Chapter 900. (n.d.). U.S. Copyright Office. Retrieved from https://www.copyright.gov/comp3/chap900/ch900-visual-art.pdf