The Teacher’s Guide To Digital Citizenship

 

via Edudemic

How you act online is important. Not just because everything is stored, backed up, and freely available to anyone with a keyboard. But because your online reputation is actually just your reputation. There’s really no difference between online and offline anymore.

In an effort to keep everyone behaving, Microsoft has just unveiled a new (free) curriculum that’s all about digital citizenshipintellectual property rights, and creative content. It offers cross-curricular classroom activities that align with the AASL and ISTE national academic standards. So far, more than 6,500 people have registered to use the curriculum. No matter how you feel about Microsoft, this free offering is worth checking out. You’ll have to register an account but after that it’s easy to find, select, download, and implement some of the objectives presented.

How It Works

Four units comprise the curriculum resources. Each unit consists of standalone yet complementary lesson plans that play off a creative rights scenario presented through a case study. Four units comprise the curriculum resources. Each unit consists of standalone yet complementary lesson plans that play off a creative rights scenario presented through a case study.

Each unit has 4-6 of these project-oriented activities, one of which serves as the culminating lesson for the unit. Guiding questions help set the expectation for what students learn, and pre/post assessments establish baseline knowledge to gauge student learning. Modification and Extension suggestions recommend ways to abridge or expand the activities within the unit, and provide tips for engaging parents and peers outside of the classroom.

The following is simply a description of each unit followed by the learning objectives for that particular unit. You’ll have to register to download the actual units (PDF format).

Unit One: Creative What?

This unit explores the general topics of intellectual property, creative content, and creative rights. Using the backdrop of a high school’s Battle of the Bands, the unit will help students define intellectual property and creative content by relating it to a common scenario they might encounter. Students will begin to recognize and internalize the importance of respecting creative rights, conduct their own research to better understand the relevance of creative content to their lives, and help clear up confusion about the rights that apply to them and their peers.

Student Learning Objectives

  • Associate intellectual property with various legal rights to protect creative content.
  • Utilize research techniques to determine public awareness of, and misconceptions about, intellectual property; effectively present their evaluation of data; and identify and share complexities and consequences related to violating creative rights.
  • Understand the importance of copyright laws and fair use exceptions of media reproduction, modification, distribution, public performance, and public display; determine effective steps to take when they discover unauthorized use of intellectual property; and recognize the importance of developing safeguards that will help them avoid copyright law violations.
  • Differentiate between commercial media products that are in the public domain and those that are protected under copyright laws; recognize and follow the protocols for obtaining the rights to use copyrighted material; and determine how best to develop a multiedia presentation within the parameters of copyright laws, as well as available time and equipment.
  • Use various information sources to determine how issues of intellectual property such as creative content are locally relevant; and answer personal questions, solve local problems, and impact local issues of copyright, fair use, and intellectual property.

Unit Two: By Rule Of Law

Intellectual property is a valuable commodity, and thus, those who develop creative content are protected by laws in the United States and around the world. In this unit, students explore creative content copyright and learn about the rights they have as creators and the laws that exist to protect the creative process. The unit’s activities encourage students to form opinions about what’s right, what’s wrong, and how the laws affect them as creators, consumers, and good digital citizens.

Student Learning Objectives

  • Recognize the consequences for illegal downloading and copying and why these consequences exist, and apply understanding from a real downloading court case and outcome to create their own consequence and/or law.
  • Recognize the components and key characteristics of an effective user agreement; synthesize learning and apply it to a real-world problem – i.e., the challenge of creating a user agreement; and evaluate work based on a set of established criteria.
  • Recognize the potential risks of using counterfeit software and other forms of intellectual property, evaluate and explain the relative risks associated with both original and counterfeit goods, and translate understanding of risks to others who may be less familiar with them.
  • Connect the creative process behind gaming software with creative content and present the game creation process visually for the benefit of others.
  • Summarize knowledge of creative content, how it can be used, and how it can be protected; distinguish between instances of fair use of creative content and violations of copyright law; understand the socio-cultural factors contributing to behaviors, policies, and systems; and suggest policies that will help avoid copyright violations.
  • Recognize similarities and differences among copyright laws in different countries; collaborate with other students to create a plan for standardizing copyright laws around the globe; and recognize the value of developing a consensus for solving problems.

Unit Three: Calling All Digital Citizens

Copyright and other creative rights empower the artists, musicians, and writers who produce creative works. But how does the prevalence of online media — and its ease of access — change the conversation about those rights? With social media as the backdrop, this unit explores that very question, as the students learn more with the Digital Citizenship in Schools curriculum. Students analyze the use of creative content on social media Web sites, recognize the responsibilities involved with using these media, and form their own opinions about what makes a good digital citizen.

Student Learning Objectives

  • Relate the concepts of copyright and creative content to social media, analyze how copyright issues affect the creative content on social media sites, and establish a set of rules on digital citizenship for young people that consider the rights of creators when using social media sites.
  • Identify the process to obtain copyright permission for a specific type of creative content, analyze the efficiency and effectiveness of common processes, and recommend changes to common permission request processes.
  • Draw conclusions about young people’s opinions on creative content, creative rights, and fair use related to social media; state their own opinions about creative content, creative rights, and fair use related to social media via video blog; and use persuasive language to influence their school peers.

Unit Four: Protect Your Work, Respect Your Work

This unit explores the theme of protecting creative content through a series of experiential activities. Students learn how to protect their own creative works and how to use other people’s creative works in a fair and legal manner. They explore issues related to originality and plagiarism, and then have a chance to become agents of change in the culminating activity by developing a public service announcement.

Student Learning Objectives

  • Define intellectual property; distinguish among different forms of creative content, and distinguish between the creator and the intellectual property owner; complete the copyright filing process or Creative Commons licensing in order to better understand the legal rights associated with both; and understand what constitutes original work.
  • Understand that they should seek permission to use someone else’s creative content, unless permission has already been given, an exception like fair use applies, or a Creative Commons license permits the use; compose a letter to obtain permission to use someone else’s creative work on a personal Web page; and compare and contrast their letter of request with a legally binding template to ensure that their request is thorough.
  • Determine the qualities that characterize an advertisement as being original, inspired by other works, or plagiarizing other works; create an advertising campaign that is original, inspired, or plagiarized, depending on assignment; and evaluate one another’s work to determine whether the work is original, inspired, or plagiarized.
  • Define intentional and accidental plagiarism, and compare the consequences of accidental plagiarism and intentional plagiarism.
  • Critique public service announcements, state their opinions about creative rights, and develop a public service announcement to support their opinions and influence their peers.

27 Presentation Tips For Students And Teachers

via Edudemic

We all have to get up in front of a group of our peers and deliver a presentation at some point. Whether it’s a TED talk or a book report in your elementary school classroom, there’s a pressure and sense of nervousness that strikes us all. And that’s just the mere thought of giving a presentation. What about the actual presentation itself? How do you make it successful and awesome? In an effort to help you become the next Steve Jobs of presenting, here are more than two dozen different presentation tips perfect for both students and teachers alike.

Personally, I like the ‘visualize’ tip as it gets you a bit looser and thinking about something other than your own presentation. By learning about how others performed and making it a bit funny, you’re able to tell your brain that it’s okay to think about something other than your upcoming presentation. This is a great tip for first-timers and students who may be a bit unsure of themselves in front of a room filled with their peers.

The Rise of EduTech in K-12 Classrooms

 

via Teacher Portal

Technology use is ubiquitous in K-12 classrooms across the U.S.  The Pew Research Center (2013) surveyed teachers of Advanced Placement (AP) and National Writing Project (NWP) classes about their use of education technology, or “EduTech”, including cell phones, e-readers, tablets, and smartboards (commonly written as “SMART boards”).  They found that these new media not only influence teachers’ teaching methods, but students’ learning processes as well. Some teachers feel that a digital lifestyle has given today’s students a shorter attention span, and as a result, many educators have striven to make their style of teaching more engaging.

Technology affects  the lesson planning and professional development of teachers. Respondents to the Pew survey were described as tech-savvy overall, but they still had to put in extra work to master technological tools.

Refer to the infographic below to take a tour of the classrooms of Ms. Digital and Mr. Tech, and explore how EduTech is used in education, how successful it is, and how it affects students and educators.

Sources:

“How Teens Do Research in the Digital World”, Pew Research Center, November 2012

“How Teachers Are Using Technology at Home and in Their Classrooms”, Pew Research Center, February 2013

“Technology Changing How Students Learn, Teachers Say”, New York Times, November 2012

“Children, Teens, and Entertainment Media: The View From The Classroom “, Common Sense Media, November 2012

 

EduTech-K12

Teacher Knows if You’ve Done the E-Reading

 

via The New York Times

SAN ANTONIO — Several Texas A&M professors know something that generations of teachers could only hope to guess: whether students are reading their textbooks.

They know when students are skipping pages, failing to highlight significant passages, not bothering to take notes — or simply not opening the book at all.

“It’s Big Brother, sort of, but with a good intent,” said Tracy Hurley, the dean of the school of business.

The faculty members here are neither clairvoyant nor peering over shoulders. They, along with colleagues at eight other colleges, are testing technology from a Silicon Valley start-up, CourseSmart, that allows them to track their students’ progress with digital textbooks.

Major publishers in higher education have already been collecting data from millions of students who use their digital materials. But CourseSmart goes further by individually packaging for each professor information on all the students in a class — a bold effort that is already beginning to affect how teachers present material and how students respond to it, even as critics question how well it measures learning. The plan is to introduce the program broadly this fall.

Adrian Guardia, a Texas A&M instructor in management, took notice the other day of a student who was apparently doing well. His quiz grades were solid, and so was what CourseSmart calls his “engagement index.” But Mr. Guardia also saw something else: that the student had opened his textbook only once.

“It was one of those aha moments,” said Mr. Guardia, who is tracking 70 students in three classes. “Are you really learning if you only open the book the night before the test? I knew I had to reach out to him to discuss his studying habits.”

Students do not see their engagement indexes unless a professor shows them, but they know the books are watching them. For a few, merely hearing the number is a shock. Charles Tejeda got a C on the last quiz, but the real revelation that he is struggling was a low CourseSmart index.

“They caught me,” said Mr. Tejeda, 43. He has two jobs and three children, and can study only late at night. “Maybe I need to focus more,” he said.

CourseSmart is owned by Pearson, McGraw-Hill and other major publishers, which see an opportunity to cement their dominance in digital textbooks by offering administrators and faculty a constant stream of data about how students are doing.

In the old days, teachers knew if students understood the course from the expressions on their faces. Now some classes, including one of Mr. Guardia’s, are entirely virtual. Engagement information could give the colleges early warning about which students might flunk out, while more broadly letting teachers know if the whole class is falling behind.

Eventually, the data will flow back to the publishers, to help prepare new editions.

Academic and popular publishers, as well as some authors, have dreamed for years of such feedback to direct sales and editorial efforts more efficiently. Amazon and Barnes & Noble are presumed to be collecting a trove of data from readers, although they decline to say what, if anything, they will do with it.

“It’s Big Brother, sort of, but with a good intent.”

The predigital era, when writers wrote and publishers published without a clue, is seen as an amazingly ignorant time. “Before this, the publisher never knew if Chapter 3 was even looked at,” said Sean Devine, CourseSmart’s chief executive.

More than 3.5 million students and educators use CourseSmart textbooks and are already generating reams of data about Chapter 3. Among the colleges experimenting this semester are Clemson, Central Carolina Technical College and Stony Brook University, as well as Texas A&M-San Antonio, a new offshoot.

Texas A&M has one of the highest four-year graduation rates in the state, but only half the students make it out in that time. “If CourseSmart offers to hook it up to every class, we wouldn’t decline,” said Dr. Hurley, the dean.

At a recent session here of a management training class, Mr. Guardia addressed how to intervene efficiently with underperformers. The students watched a video of a print shop manager chewing out an employee without knowing the circumstances. The moral: The manager needed better data.

Then Mr. Guardia discussed with his students the analytics of their own reading, which he had e-mailed to them. The students suggested that once again better information was needed. Several said their score was being minimized because they took notes on paper.

Others complained there were software bugs, a response Mr. Guardia has heard before. The student who was cramming at the last minute said, for example, that he had opened the textbook several times, not just once. Perhaps these are the digital equivalent of “the dog ate my homework.” CourseSmart said it knew of no problems with its software.

The start-up said its surveys indicated few privacy concerns among students or colleges, and this was borne out by the class. “Big Brother,” said one student, but that was a joke, and everyone snickered. Being watched is a fundamental part of the world they live in.

“Amazon has such a footprint on me,” said Carol Johnson, 51, who works in the tech industry. “It knows more than my mother.”

Chris Dede, a professor of learning technologies at Harvard’s Graduate School of Education, is more apprehensive. He believes analytics are important in the classroom, but they must be based on high-quality data.

The CourseSmart system has other potential problems; students could easily game the highlighting or note-taking functions. Or a student might improve his score by leaving his textbook open and doing something else.

“The possibilities of harm are tremendous if teachers are naïve enough to think these scores mean anything for the vast majority of students,” Professor Dede said.

CourseSmart says the data it collects now is a beginning. “We’ll ultimately show how the student traverses the book,” Mr. Devine said. “There’s a correlation and causality between engagement and success.”

There is also correlation, the students are learning, between perception and success.

Hillary Torres, a senior, is a good student with a low engagement index, probably because she is taking notes into a computer file not being tracked. This could be a problem; she is a member of the Society for Human Resource Management, whose local chapter is advised by Mr. Guardia. “If he looks and sees, ‘Hillary is not really reading as much as I thought,’ does that give him a negative image of me?” she wondered. “His opinion really matters. Maybe I need to change my study habits.”

After two months of using the system, Mr. Guardia is coming to some conclusions of his own. His students generally are scoring well on quizzes and assignments. In the old days, that might have reassured him. But their engagement indexes are low.

“Maybe the course is too easy and I need to challenge them a bit more,” Mr. Guardia said. “Or maybe the textbooks are not as good as I thought.

Great Post by David Warlick

via 2¢ Worth

Today’s infographic is simple and to the point. A big part of grade school and even college and onward, is writing papers. Some professions write more papers than others, but it is still an important skill in order to get your point across. This infographic uses venn diagrams to convey the importance of different parts of papers, and to show how they interact with one another. It also shows how much of your paper should include each part.

Of course every paper should begin with an introduction and end with a conclusion. It should also include several point in the middle, that are introduced and concluded in the introduction and conclusion. But how should the middle be laid out? That is up to the author, but it should there is a bit of a formula.

This infographic does a great job of showing that there should be pros and cons. You should always share how your paper may be argued against, and go ahead and prove some of these points wrong. In addition, a good paper should show why the information is important. Why should someone read your paper?

Show this to your students whenever a paper is assigned. Make sure your students are ready to write a good paper, and know what is involved in writing such a paper.

 

write-your-paper-right

http://visual.ly/write-your-paper-right

22 Ways To Use Twitter For Learning Based On Bloom’s Taxonomy

 

via TeachThought

Last year we created a “twitter spectrum,” an image that clarified different ways that twitter could be used in the classroom in (hopefully) authentic ways.

TeachBytes has followed that up with an excellent graphic of their own that uses a pure Bloom’s Taxonomy approach.

The specific ideas range from “remix trending tweets with video and music” to creating concept maps showing the relationship between tweets.

We must admit to going back and forth over the exact fit of a social media platform like twitter in a formal (or informal) learning environment. Clearly it’s a great way to skim and monitor information streams, but just like we wouldn’t use sing Shakespearean sonnets to toddlers at birthday parties, using twitter as an in-depth critical thinking tool requires a bit of squinting, even as an Avante-garde 21st century learning tool.

Unless you’re using it as a cultural survey of sorts. Or study media design. Or following experts. Then it works swimmingly.

As with all things, sweet spot matters. To help you find it, this graphic should help.

Social Media Meets Bloom’s Taxonomy: 22 More Ideas To Use Twitter For Learning

 

Future Engineers Use Their Noodles to Build Bridges From Spaghetti

 

via HUB.jhu

Contest Caps Engineering Innovation summer program

Bridges are typically made of steel and stone, but next week hundreds of high school students will attempt to make them from nothing but pasta and epoxy as part of Johns Hopkins University’s annual edge-of-your-seat spaghetti bridge contest.

It’s suspenseful and nervewracking as students who have spent days designing and building bridges put their brittle creations to the test, gradually adding weight, kilo by kilo. Prizes and bragging rights go to the students who build the bridges that support the most weight—the record stands at 132 pounds.

As family and friends cheer them on, 115 students from 21 states and eight countries will compete at 10 a.m. pm July 26 on the university’s Homewood campus. On that morning, several hundred additional students will compete in smaller contests at other sites in Maryland and across the country.

“It’s tense and exciting and it’s fun because the kids are proud of themselves—as they should be,” said Christine Newman, assistant dean for engineering education outreach in the university’s Whiting School of Engineering.

The event caps the university’s Engineering Innovation summer program for young people eager to apply their knowledge of math and science. Over four weeks the students get a taste of everything from robotics to civil engineering and learn to puzzle through real-world problems just like an engineer. More than 80 percent of those that complete the program go on to pursue careers in science and engineering.

“Our course has proven effective in getting young people interested in and excited about STEM fields,” Newman said.

Engineering Innovation began as an off-shoot of Michael Karweit’s freshman course at Johns Hopkins for undecided engineering majors called “What is Engineering?” He designed it to give students an honest look at a field where devising creative solutions to dilemmas is the name of the game.

“I wanted to introduce students to how engineers think,” said Karweit, a professor of chemical and bimolecular engineering in the School of Engineering. “The joy of engineering is there is never just one correct answer.”

Corporate sponsors cover tuition for low-income students, including some from Baltimore. Through a pilot program this year called “Engineering Fundamentals,” a dozen of those local students started two weeks early, using the extra time to bone up on math and science basics and study skills.

“We’re trying to get these kids to build their confidence and potential for success,” said Engineering Innovation Director Karen Borgsmiller.

Recently, students from the program spread out along a JHU quad trying to measure the distance from one lofty campus spire to another using nothing but a yardstick and a length of string. One of them was Oliver Mahoro, 18, a senior at Baltimore’s Academy for College and Career Exploration who dreams of attending Stanford University to become a petroleum engineer.

Mahoro is thrilled to spend the summer challenging himself alongside other smart, motivated young people.

“It gives me an opportunity to fully challenge myself in ways high school doesn’t,” he said. “Some people think summer is about sitting around outside or going to the beach. This has been the coolest summer I’ve ever known.”

Top Ways Kids Hide Their Online Behavior From Parents

 

via Huffington Post

Most parents believe they are in control when it comes to teaching a child about the use of digital devices. The reality is that children are learning at younger ages about technology, and they are largely unsupervised.

A recent report said 47 percent of kids ages 8 to 12 years old have a smart phone with Internet access. Another study said kids use digital devices more than seven hours a day.

In short, kids are using digital devices with Internet access most of the time after school and when not sleeping.

At the same time, most parents admit their child catches on quickly and seems to learn faster about technology than they did. Thus the challenge: kids learn faster than parents and parents give kids all-day access to powerful mobile computing devices. That combination spells potential trouble.

What Trouble?

Eight- to 12-year-old kids are not typically malicious, but they are curious. Kids innocently get into trouble online without thought of consequence. Young kids need to be protected from others, and from themselves.

Teens are another story. They know the truth and they can be mischievous. Teens are faster learners than their parents and they do know more overall about technology. They were born with it.

Unfortunately, there are teens that apply that advanced knowledge to hiding online behavior from parents.

study last year revealed that nearly half of parents believe their teens tell them everything they do online, while 70 percent of teens revealed they have ways to avoid parental monitoring. In this fact lies the irony.

Teens trick their parents in the following ways:

  • 53 percent = number of teens that clear their browser history to keep web visits off the record
  • 46 percent = number of teens that close/minimize their browser when a parent walks near (to hide the web site)
  • 34 percent = number of teens that hide or delete instant messages or videos
  • 23 percent = number of teens that lie or omit discussing details with parents about online activity
  • 23 percent = number of teens that use a PC their parents don’t check
  • 21 percent = number of teens that use an Internet-enabled mobile device
  • 20 percent = number of teens that use privacy settings to make web content viewable only by friends
  • 20 percent = number of teens that use private browsing modes or proxy web sites (which are free)
  • 15 percent = number of teens that create a private email address unknown to their parents
  • 9 percent = number of teens that create a duplicate or fake social network profiles and share one of them with parents

Many of these tricks can be prevented or monitored.

Parental Controls

Parents are busy. They need help. Parental control software solutions monitor Internet browsing, for example. That way, a parent can limit the types of web sites visited based with a profile they choose for their child or teen. For example, if you don’t want your teen looking at drugs, alcohol, tobacco, pornography or lingerie web sites, you can set a profile to block those sites while allowing all others.

For parental controls solutions that monitor and control Internet browsing, go to a third-party review site such as Top Ten Reviews, ZDNet or CNET.

Second, there are Facebook/social network monitoring solutions available now. In fact, Tumblr now has a slight edge over Facebook when it comes to the sites most popular among teens.

Third-party review sites typically publish lists of Facebook monitoring software as well. Those types of solutions let parents view their child’s Facebook page, keep tabs on “friends” and posts and view photos. That type of information can save a digital identity, embarrassment or even tragedy.

Admin Rights

One more commonly overlooked issue: do not give a child “administrator” (or Admin) rights on a computer. To clarify, all computer operating systems have modes of operation. These modes restrict or grant privileges to the user.

For example, if you have Admin rights, you can create, delete or modify files, folders and settings on your computer. A teen with Admin rights doesn’t need to play by the rules to uninstall software programs or to delete critical files.

The computer’s operating system assumes that the Admin is in charge.

To learn more about this, see another blog: Don’t Give Admin Rights To Kids.

Talk About It

Overall, parents should openly discuss the use of technology with their kids. A parent has the right to protect a child (as the parent). In reality, the parent is likely paying for the device, the Internet access, and any mobile phone bill and, therefore, should establish clear rules of conduct.

You would establish rules for the use of the family car, right?

Follow Russ Warner on Twitter: www.twitter.com/RussWarner