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scott koppit's List: DGL Vocabulary

  • Digital Literacy

    The ability to make and use information in a digital world.

      • Digital basics: browsers, search engines, e-mail
      • Evaluating online resources; accuracy, security, etc.
      • Exploring and developing online learning modes and distance education
    • Digital Literacy is the ability to use technology for different reasons such as information, communication (E-Mail), and the effects it has on us. It can lead to major changes in society and it impacts more personal issues such as health. The goal of Digital Literacy is to teach the basic computer concepts and skills so that people can use the new technology in their everyday life.
    • Closing the digital divide – and getting all Americans online – requires a multipronged approach. It’s not enough just to provide affordable computer equipment and access to broadband at a reasonable price. Just as important is digital literacy training to teach people how to use the Internet and take advantage of everything it has to offer.
      • The ability to use digital technology, communication tools or networks to locate, evaluate, use and create information.  1 
      •  
      •  The ability to understand and use information in multiple formats from a wide range of sources when it is presented via computers.  2 
      •  
      •  A person’s ability to perform tasks effectively in a digital environment... Literacy includes the ability to read and interpret media, to reproduce data and images through digital manipulation, and to evaluate and apply new knowledge gained from digital environments.  3
  • Digital Citizenship

    Rules and responsibilities to conduct yourself by in a digital world.

    • Digital Citizenship is a concept which helps teachers, technology leaders and parents to understand what students/children/technology users should know to use technology appropriately. Digital Citizenship is more than just a teaching tool; it is a way to prepare students/technology users for a society full of technology. Digital citizenship is the norms of appropriate, responsible technology use.  Too often we are seeing students as well as adults misusing and abusing technology but not sure what to do. The issue is more than what the users do not know but what is considered appropriate technology usage.
       
       

       
       Digital Citizenship Today
    • Digital citizenship can be defined as the norms of appropriate, responsible behavior with regard to technology use. 
    • Respect, Educate and Protect (REPs) 

       

      The concept of REPs is a way to explain as well as teach the themes of digital citizenship.  Each area encompasses three topics which should be taught beginning at the kindergarten level.  When teaching these ideas the top theme from each group would be taught as one REP.  For example the first REP would be: Etiquette, Communication and Rights/Responsibilities.  This would continue through REPs two and three.  By doing this all students will have covered the topics and everyone would understand the basic ideas of digital citizenship.

      •      As you also probably know, your message about digital citizenship changes as people become more aware and competent about the issue.
        1. For instance, people first need to become aware of the issue. What is digital citizenship? Why should I care? Factual information with a justified stance is a good start.
        2.  
        3. Next, people might want to try it out on a personal basis. Can I do it? Thus, linking digital citizenship to personal interest, insuring a successful experience, helps smooth the way. Just-in-time training provides the support they need.
        4.  
        5. The next step is finding ways to incorporate digital citizenship into their practice. How do I do it? At this point, you can help them identify concrete, appropriate strategies and giving them the tools to manage digital citizenship that makes sense to them. Examples are reviewing courses, developing a class web page, or assessing students.
        6.  
        7. Once they work with digital citizenship ideas, people may question the return on their investment of time and effort in digital citizenship. Should I do it? This critical stance is a good time to help people determine the best match between outcomes and means. What’s the best way, for instance, to deal with plagiarism?
        8.  
        9. Ultimately, people want to optimize their integration of digital citizenship, and may seek collaborators. This point is a wonderful window of opportunity for teacher librarians, and can signal a community of practice.
  • Digital Identity

    Data that specifically describes a object or person.

  • May 14, 13

    "Digital identity is relevant not just to Web 2.0
    companies, but to the economy as a whole. The
    public sector and health care industry stand to
    profit most from personal data applications and
    are expected to realise 40% of the total organi
    -
    sational benefit.

    While the retail and Internet sectors already
    extensively use personal data, other sectors like
    traditional production and the aforementioned
    public services are in the infancy of digital iden
    -
    tity value generation.

    Consumer concern has grown along with the
    increased use of personal data. 88% of people
    who are online consider at least one industry a
    threat to their privacy. Yet consumer research
    conducted for this study shows that stated con
    -
    cerns by individuals do not necessarily result in
    behavioural change.

    Most consumers have little idea what happens
    to their data. Only 30% have a relatively com
    -
    prehensive understanding of which sectors are
    collecting and using their information. Indivi-
    duals with higher-than-average awareness of
    data uses require 26% more benefit in return for
    sharing their data.

    Few individuals are in control of their digital
    identity. Just 10% of respondents had ever done
    six or more out of eight common privacy-pro
    -
    tecting activities (e.g., private browsing, disab
    -
    ling cookies, opt-in/out). However, consum
    -
    ers who are able to manage and protect their
    privacy are up to 52% more willing to share
    information than those who aren‘t – presum-
    ably because they can adapt their data sharing
    to their individual preferences.

    Trust differs per sector: Consumers are on
    average 30% more willing to share data with
    e-commerce companies, cable operators and
    automobile manufacturers than with Web 2.0
    communities.

    The “right to be forgotten“ has a small but con
    -
    sistently positive impact on the willingness to
    share, increasing it by 10% to 18%.

    The preferred form of consent strongly depends
    on the type of data: Opt-out is considered
    adequate for less sensitive data by 69% of re
    -
    spondents, while opt-in is required for highly
    sensitive data by more than 80%. The issue of
    consent highlights a key dilemma: Control is
    important to consumers (82%), but so is conve
    -
    nience (63%).

    Overall, given proper privacy controls and suf
    -
    ficient benefits, most consumers are willing to
    share their personal data with public- and pri
    -
    vate-sector organisations. They want to spend
    their new currency on deals that they like.

    To unlock value, organisations need to make the
    benefits of digital identity applications very clear
    to consumers. Further, they need to embrace the
    new digital identity paradigm of responsibility,
    transparency and user control.

    Privacy is increasingly becoming an area of com
    -
    petition for organisations, which can differen
    -
    tiate themselves by providing the right privacy
    controls and privacy-by-default product design.
    Indeed, such a scenario may well play out in the
    desktop and mobile Web browsing market.

    Policy makers and regulators need to ensure
    adequate privacy safeguards and maintain a
    flexible approach that will encourage new appli
    -
    cations and allow consumers to make their own
    informed choices on the extent to which they
    wish to generate value from their digital identity.

    Political intervention must account for shifting
    levels of acceptance regarding digital identity
    applications and the developments in the glo
    -
    bal marketplace. Failure to do so may hamper
    innovation as well as the competitiveness of do
    -
    mestic industries. Finding the right balance can
    spur local investment in digital identity appli
    -
    cations and also attract industries to European
    markets that provide a safe haven for personal
    data.
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    Executive Summary
    executive summary
    "

    • Currently there is no generic system for identification in cyberspace. It is not possible to absolutely identify an entity or to accurately tell whether an object has a specific characteristic. Digital environments have inherent differences from real space which causes this discrepancy, and when implementing an identity system for cyberspace one needs to consider more than just the architectural nature of the system - any system chosen will have social repercussions which need to be also taken into account.
    • Identity is a unique piece of information associated with an entity. Identity itself is simply a collection of characteristics which are either inherent or are assigned by another. The color of a person's hair and whether or not another thinks he is attractive is part of a person's identity.
    • Digital Identity and Reputation Management consists of the ongoing monitoring and analysis of the online reputation for a brand or individual as represented by all media types across the Social Web.

        

      Your reputation reflects how trustworthy your brand is. Managing your online reputation starts with a transparent Digital Identity that enables you to earn trust and build connections.    Anonymity is no longer an option for those trying to create Social Capital in the networked world

    • As other users interact with an established online identity, it acquires a reputation, which enables them to decide whether the identity is worthy of trust.
  • Digital Law

    Responsibility for actions, either wrong or right.

    • Digital law is identified as the responsibility of being safe online and following online rules. It is basically know as the law of internet. Being able to follow the rules while using the internet. Abusing laws of the Internet can cause serious consequences. Examples of misusage are like Hacking into people’s computers, pirating software, downloading illegal music and creating viruses. Globally People consider it as " Digital Law: electronic responsibility for actions and deeds which is either ethical or unethical. Digital responsibility deals with the ethics of technology. 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. Students should not be able to steal or cause damage to other people’s work, identity, or property. There are certain rules of society that fall under illegal acts. These laws apply to students as well. "
    • Piracy
      • Digital Law relates to crimes of stealing or causing damage to other people’s work, identity, or digital property.  
           
        • Stealing someone's identity is called identity theft. (Covered in Section #7, Digital Security.)
        •  
        • Stealing someone's digital property can be intellectual property theft, digital piracy, or plagiarism.
        •  
        • Causing damage to others would be crimes such as hacking or creating and sending viruses.
      • You can’t download songs, software, or movies from other people who've bought them.
      •  
      • You can’t upload songs, software, or movies that you own for others to download.
      •  
      • You can’t record music off an online music radio site.
      •  
      • You can’t make copies of a CD, DVD, or mp3 download you’ve purchased to give to others.
  • Digital Native

    Someone who has interacted with digital technology from an early age.

    • The Digital Natives project focuses on the key legal, social, and political implications of a generation “born digital” – those who grow up immersed in digital technologies, for whom a life fully integrated with digital devices is the norm
    • Kids seem surgically attached to their devices.   Families are having a hard time “unplugging.”
       Schools have tech policies that no one understands–or observes.
    • Raising Digital Natives
  • May 14, 13

    "What should we call these “new” studen
    ts of today? Some refer to them as the N
    -
    [for
    Net]
    -
    gen or D
    -
    [for digital]
    -
    gen. But the most useful designation I have found for them is
    Digital Natives.
    Our students today are all “native speakers” of the digital language of
    computers, video games and the
    Internet."

  • Digital Immigrant

    Someone who was born before the existence of digital technology, but has learned to use it in there life.

    • Someone who was born before the existence of digital technologies and adopted it to some extent later in life.
    •   
      Someone that was born before the digital world started.

    1 more annotation...

    • All of us are living in a new world. A world of sweeping technical change. Those of us who have not been born into this world have stories to tell. Stories of transitional moments and stories to reconcile living in this new land we now find ourselves. Here is an 18 min series of "tales" an attempt to give some context to those of us who are called the Digital Immigrants.
    • “this is not how we were born. As children we all learnt to play with our toy, draw with our crayons, and as we learnt we made mistakes. We did this through experimentation. It is how we were born to acquire skills, to learn.”
    • “How is it now that so many adults are reduced to tears when confronted by an unfamiliar technology?” and answers that, “We have learned to become helpless; most likely by playing the traditional game of ‘school’.

    1 more annotation...

  • Wikis

    A websight that allows users to add, change and delete info that it contains.

    • h­ances are that you have heard of Wikis by now -- they seem to be popping up everywhere. For example, The most famous wiki is called Wikipedia, a massive online encyclopedia. Wikipedia has become so large (more than a million articles) that you run across it all the time in Google. It is so popular that it is now one of the Top 100 web sites in the world! ­
    •   Wiki is in Ward's original description:

      The simplest online database that could possibly work.

      Wiki is a piece of server software that allows users to freely create and edit Web page content using any Web browser. Wiki supports hyperlinks and has a simple text syntax for creating new pages and crosslinks between internal pages on the fly.

      Wiki is unusual among group communication mechanisms in that it allows the organization of contributions to be edited in addition to the content itself.

      Like many simple concepts, "open editing" has some profound and subtle effects on Wiki usage. Allowing everyday users to create and edit any page in a Web site is exciting in that it encourages democratic use of the Web and promotes content composition by nontechnical users.

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