-
Digital Citizenship/eCommerce
One of the nine elements of digital citizenship; Covers electronic buying and selling of goods.
-
OnGuard Online - Quizzes
OnGuardOnline.gov provides practical tips from the federal government and the technology industry to help you be on guard against Internet fraud, secure your computer, and protect your personal information. There are ten colorful flash-based quizzes here appropriate for students on security topics such as phishing, hackers, spyware etc.
-
New mobile cyber safety in Florida
Smart Attorney General in Florida!!! Nailed a vendor on cyberfraud charges and translated it into $1 million for Cybersafety Education programs!
-
In addition to the new injunctive standard, the agreement also provides for a payment of $1 million to the Attorney General to be used to fund additional investigations into CyberFraud and to further CyberSafety education. The Attorney General encouraged any Florida consumers who believe they have been victimized by unauthorized charges for mobile content to contact their wireless cell phone carrier for refunds.
-
n addition to the new injunctive standard, the agreement also provides for a payment of $1 million to the Attorney General to be used to fund additional investigations into CyberFraud and to further CyberSafety education. The Attorney General encouraged any Florida consumers who believe they have been victimized by unauthorized charges for mobile content to contact their wireless cell phone carrier for refunds.
-
-
Digital Lifestyle Youth Culture Profile Report 2008
[Market Research Report] <br><br>“Young people are the inherent trend leaders when it comes to new technology and usage patterns, and are the ones pushing forward the speed of change in communication and information technology. This Report reveals that it may be imperative for some brands to re-think strategies--even among progressive companies--if they are to reach youth culture effectively.
-
For example, miniDV cameras are not only among the new tools of self-expression, but the very act of creating personal videos with friends and creating events and key themes to shoot have become key aspects of entertainment in and of itself. To this generation, playing music via your cell phone, and movies and TV shows via your iPod are a given. Emailing is considered too old-school by many, whereas texting is outpacing cell phone calls. These things also go hand-in-hand with changes in online shopping patterns, top website preferences, communication and blogging patterns, and new habits for using social networks—not to mention the tremendous changes in preferred social networks and profile page usage patterns in general. These things are changing the paradigm of how the businesses of entertainment, communication, retail, marketing, advertising, and branding have been done in the past.
-
Unfortunately, as more companies pour big money into expanding their new media marketing components, as many people have discovered, the Field of Dreams theory (“if we build it, they will come”) certainly doesn’t apply when it comes to reaching savvy youth today. Popping up a site (or social network for that matter) no matter how cool it is means nothing if you can’t reach the market it’s intended for. This Report, therefore, also includes a great deal about how young people find out about new websites, communicate with others, and other forms of grassroots networking.
- 1 more annotations...
-
-
Teens Earn Real Cash in Virtual World
If a young person wants to experiment with running a business, they're not just engaging in thought experiments and case studies; they're actually working with real people and real money," says Joey Seiler, editor of VirtualWorldNews.com, an industry news source that's part of Virtual Worlds Management, a company that provides trade events, media, research and online services.
-
According to Virtual Worlds Management, more than 100 youth-oriented virtual worlds are either now live or in development, including offerings from MTV and Disney (DIS - Cramer's Take - Stockpickr). Research firm eMarketer estimates that 24% of the 34.3 million users ages three to 18 used virtual worlds at least monthly in 2007 -- and that will jump to 53% by 2011.
-
-
Cybercrime Resources & Tips [Symantec Corp]
The threat landscape once dominated by the worms and viruses unleashed by irresponsible hackers is now ruled by a new breed of cybercriminals. Cybercrime is motivated by fraud, typified by the bogus emails sent by "phishers" that aim to steal personal information. The tools driving their attacks and fueling the blackmarket are crimeware - bots, Trojan horses, and spyware.
-
Study: Teens buy online but prefer reality to the virtual world
According to a new report from OTX and The Intelligence Group, teens actually prefer real world interaction to the virtual worlds offered online.
-
the study found that teens spend an average of 11 hours each week in an online environment. Their favorite online activities? Instant messaging, social networking, listening to music and shopping.
-
The study finds that 58% of teens have purchased a product online but that more than three-quarters of teens prefer to shop in-store. The study also found that 54% of teens use instant messaging but that 46% prefer talking to friends over the phone.
- 1 more annotations...
-
-
Many new ‘friends’ to be made online, but what about dollars?
Social Networks may be on the increase in populations, but marketers still struggle with how to get users to respond to advertising.
-
Even Google has failed to extend its golden touch to social-networking sites. In 2006 Google paid MySpace $900 million to place ads on its pages. The search giant also operates its own social network, Orkut, which has been growing, especially outside the US.
But in a February call with financial analysts, Google cofounder Sergey Brin conceded that the investments “didn’t pan out as well as we had hoped…. I don’t think we have the killer best way to advertise and monetize the social networks yet.”
-
“People clearly, especially on the social networks, [are] not particularly interested in clicking on the ads,” says Mr. Brooks, who as editor of socialnetworkingwatch.com has followed the online industry for a decade. “Advertising needs to evolve, and social networks are forcing this change. People are really tired of being assaulted [by ads], but they still love to buy.”
- 1 more annotations...
-
-
Article Library: Cyber Bullying, Cyber Ethics, Online Addiction
This amazing library collection of cybersafety and cyberethics articles from Symantec would make a great resource for teachers who want to assign students different topic areas for student presentations in a digital citizenship class.
-
Givin 'Em The Business
In this 4 week unit, primary students will work in groups of 4-5 to form a business, create, market & sell their product, and track their expenses and profits.
-
Pew Internet Study of Online Activities and Pursuits [eCommerce]
[May 18, 2008] Most online Americans view online shopping as a way to save time and a convenient way to buy products. At the same time, most internet users express discomfort over a key step in online shopping -- sending personal or credit card information over the internet. Internet users like the convenience but worry about the security of their online information.
-
Kiva - Loans that change lives
Just as YouTube has changed the way we watch video and Wikipedia has changed the way we find information, Kiva.org - the world's first online person-to-person microlending platform - is changing the way we give back. Kiva lets you lend to a specific entrepreneur in third world countries, empowering them to lift themselves out of poverty. There are many great classroom connections here for global citizenship, math, geography etc. Kiva also allows you to develop a social network with other contributors supporting the same entrepreneur.
-
i-SAFE Lesson Guide: Phishing for Information
Download this lesson plan from I-Safe which introduces students to the term phishing and the threat of identity theft associated with this type of\ne-mail. Students will:<br>\n• understand the term phishing and the types of e-mail it applies to<br>\n• understand the security risks associated with this type of message<br>\n•\nengage in an activity to reinforce concepts by sharing information with others <br>
-
OnGuard Online: Phishing
Educational partnership with I-Safe. OnGuardOnline.gov provides practical tips from the federal government and the technology industry to help consumers be on guard against Internet fraud, secure your computer, and protect your personal information. This site also includes three PSA's that can be shown in the classroom.
-
staysafe.org for Teens
Advice for teens on protecting themselves and their computers: Learn how to protect yourself from cyberbullies, predators and online scams.
-
What is Phishing? [Flash Tutorial]
Learn all about phishing and spoof sites with this flash tutorial from ByteCrime.org and McAfee.
-
Identity Theft Portal
Learn everything you need to know about identity theft, credit card theft and fraud alerts and how to protect yourself. The portal provides both generic and state-by-state information. This resource would be good for a digital citizenship class and includes information on protecting both children and adults.
-
staysafe.org Toolbox - Video Library
Watch these short videos to learn more about the top security issues that affect consumers like you. If you're new to learning about protecting your computer and your information online, you can start with the basics.
-
The Stock Market Game™
The Stock Market Game™ program offers a vast library of learning materials correlated to national voluntary and state educational standards in Math, Business Education, Economics, English/Language Arts, Technology, Social Studies and Family and Consumer Sciences.Students invest a hypothetical $100,000 online and use real internet research and news updates to simulate the stock market experience.
-
Foundation for Teaching Economics | Lesson Plans
Lesson Plans and materials that introduce students to a way of economic thinking.
-
EconEd Online: Trading Around the World
In this activity, students become international traders from one of six continents: Asia, Africa, Australia, Europe, North America or South America. They negotiate prices with buyers and sellers from the other continents. Sometimes they are thwarted from trading by barriers, and they come to understand how the IMF, by fostering free trade, enhances the flow of goods and services worldwide.
List Info
Anne Bubnic's Public Lists (114)
- 21st Century Learners
- ARRA Education
- ARRA/ Arne Duncan
- ARRA/Best Practices
- ARRA/Broadband Technology
- ARRA/Charter Schools
- ARRA/Funding
- ARRA/IDEA
- ARRA/Longtitudinal Data Systems
- ARRA/PreSchool Funding
- ARRA/Race To the Top
- ARRA/School Improvement
- ARRA/SFSF
- ARRA/Title I
- ARRA/Title IID
- ARRA/Transition To Teaching
- ARRA/Webinars
- CTAP4
- CUE 09 Tips & Resources
- Data/Accountability
- Data/Achievement Gap
- Data/Assessment
- Data/Benchmark Assessment
- Data/Data Driven Decision Making
- Data/Data Warehouse
- Data/DataDirector
- Data/DataDirector Best Practices
- Data/DataDirector Tutorials
- Data/DataDirector Videos
- Data/Differentiated Instruction
- Data/NSDC Articles on Data Assessment
- Data/Professional Learning Communities
- Data/Program Improvement
- Data/School data analysis
- Data/Student Achievement
- Digital Citizenship/4a. ISTE Teacher Nets
- Digital Citizenship/4b. ISTE Teacher Nets
- Digital Citizenship/4c. ISTE Teacher Nets
- Digital Citizenship/4d. ISTE Teacher Nets
- Digital Citizenship/AUP_Computers/Internet
- Digital Citizenship/Best Practices in Cybersafety Education
- Digital Citizenship/Books to Read
- Digital Citizenship/Cell Phones in Education
- Digital Citizenship/Computer Security
- Digital Citizenship/Copyright
- Digital Citizenship/Curriculum
- Digital Citizenship/Cyberbullying
- Digital Citizenship/Cyberbullying Video Clips
- Digital Citizenship/Cyberethics
- Digital Citizenship/Cyberpredator Video Clips
- Digital Citizenship/Cybersafety
- Digital Citizenship/Cybersafety Curriculum
- Digital Citizenship/Cybersafety PSAs
- Digital Citizenship/Cybersafety Research
- Digital Citizenship/Cybersafety State Initiatives
- Digital Citizenship/Cybersafety State Mandates
- Digital Citizenship/Digital Citizenship Lesson Plans
- Digital Citizenship/Digital Communication
- Digital Citizenship/Digital Footprint
- Digital Citizenship/Digital Law [Internet Usage]
- Digital Citizenship/Digital Literacy
- Digital Citizenship/eCommerce
- Digital Citizenship/Global projects
- Digital Citizenship/Identity Theft and Phishing
- Digital Citizenship/Internet Predators
- Digital Citizenship/Legal Issues
- Digital Citizenship/Lesson Plans
- Digital Citizenship/Media Literacy
- Digital Citizenship/Netiquette
- Digital Citizenship/Olivia's Letters: Messages of Healing & Hope
- Digital Citizenship/Parents
- Digital Citizenship/Piracy & Plagiarism
- Digital Citizenship/Privacy
- Digital Citizenship/Research on Digital Youth
- Digital Citizenship/Resources for Educators
- Digital Citizenship/School_Administrator
- Digital Citizenship/Sexting
- Digital Citizenship/SlideShare
- Digital Citizenship/Social Learning Network
- Digital Citizenship/Social Networking
- Digital Citizenship/Social Networking & Privacy Issues
- Digital Citizenship/State & Federal Mandates
- Digital Citizenship/Text Messaging
- Digital Citizenship/Videos: Digital Citizenship Topics
- Diigo Education
- GeoCaching
- Humor
- IPHONE
- Math Resources
- NECC 09
- NECC09/Announcements
- NECC09/Best Practices
- NECC09/Blogs
- NECC09/Cool Tools
- NECC09/Elluminate
- NECC09/Handouts
- NECC09/Interviews
- NECC09/Keynotes and Spotlight Sessions
- NECC09/New Products
- NECC09/Photos
- NECC09/Session Links
- NECC09/Social Events
- NECC09/Spotlight Sessions
- NECC09/Streaming Video sessions
- NECC09/Twitter
- NECC09/Videos
- smartboards
- Travel - Europe
- Tutorials
- Twitter in Education
- Web 2.0
- Web 2.0: Classroom Use of Diigo
- Web 2.0: Cool Tools
- Wireless
