Learning Objectives

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st
1
World’s
Digital
Etiquette Certification
1st Training of Trainer, UPM
19 March 2011
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Table of Content
SECTION 1:
Introduction to IC CITIZEN
SECTION 2
1CITIZEN : A Malaysia Story
SECTION 3
Other Project Ideas
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“The people who are crazy enough to think they can
change the world are the ones who do.”
Steve Jobs, CEO of Apple
SECTION 1
Introduction to IC CITIZEN
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Current Landscape
Current Landscape
•
•
•
Proliferation of access to Digital Media
Google, Yahoo, IE, Bing, Safari,
Web 2.0, Forums, Blogs, Social Networks
•
Everything E: e-Commerce, e-Safety, e-Privacy,
e-Shopping
Phishing, Cyber-Bullying, Identity Theft, Spyware,
Plagiarism, Pornography
Cultural Values – Individualist vs Collectivist, Western vs
Eastern, Conservative.
Freedom, Rights & Responsibilities, Ethics, Respect
•
•
•
3D Map of World-Wide Web
Domain Names
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Our Customers 8 Norms *
•
•
•
•
•
•
•
•
They prized FREEDOM & Freedom of CHOICE
They want to CUSTOMISE things, MAKE them
their OWN
The are natural COLLABORATORS, enjoys a
CONVERSATION, NOT a LECTURE
They SCRUTINIZE YOU and your ORGANISATION
The insist on INTEGRITY
They want to have FUN even at SCHOOL and at
WORK
SPEED is normal
INNOVATION is part of LIFE
* “GROWN UP DIGITAL”; Don Tapscott (2009)
The digital technology explosion is not only changing the way we live and
communicate but is rapidly altering our brain.
Gary Small, M.D, Author of iBrain
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The buzzword
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World Headline News
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What & Who
What is the Programme
•
•
A Global Certification Program to prepare users
for a society full of technology without misusing
and abusing them.
It lays down rules of acceptable ‘netiquette’ or
good behaviour that must be applied when
operating digital devices and accessing the
internet within an organization and society.
What are the Objectives
Objectives of IC CITIZEN Certification:
• To produce digitally literate and responsible
citizens via:
 Becoming critical thinkers in analyzing sources
of information and messages as well as to
evaluate what the impact can be
 Understanding ethical consequences of online
behaviour
 Making good ethical decision of their
behaviours online
•
Who is Our Target Audience
(Digital Native-Digital Immigrants)
NetGeners, Parents, Children, Teachers,
Employees, Civil Servant, anyone who is a
Netizen
Any users who utilize digital devices and the
internet from their homes, workplace or
schools
Emerging Economy, conservative culture,
collectivist culture of Asia, Middle-East,
Advance Economies , Individualistic culture
To globally promote ‘good behavior’ when
communicating and foster ‘unity’ and
‘collaborative culture’ in the digital world
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Why
Why
A Sustainable & Scalable Model is via Education
“Education is the teaching of the overall citizenship, to
learn to live together with fellow citizen, and above all
to learn to obey the law”.
Thurgood Marshall(1974); US Supreme Court Justice
Benefits
Youth
Parents &
Teachers
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• Help youth make good ethical decision
about their behaviours when they are
online
• Help parents and teachers to understand the
current trend in digital world.
• Bring them up to the speed so that they can
be good mentors to their young
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Modules
1. e-Access
2. e-Literate
3. e-Rule
Understanding the privilege to
use electronic information in
society as well as the rights to
an equitable, secure and
reliable access.
The level of capabilities to use
technology and knowing when,
when not and how to use it
appropriately. It highlights how
online behavior will have major
consequences offline.
Governing communication and
technology use. This includes
respect for ownership &
authorship.
The measures and best
practices for Netizen to guard
their personal safety and the
security of their networks. It
teaches them 2P – Predators
& Pornography.
5. e-Interaction &
6. e-Enterprise
7. e-Care
8. e-Accountability
The business conducted online
using any of the Internet-based
Applications . The concept of
‘common sense’ is also key.
Physical and psychological wellbeing in a digital technology
world
Collaboration
The learning highlights the
exchange and sharing of
information using digital
systems or tools. Include
humility, loyalty and respect for
other when communicating.
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4. e-Safety
The privileges and responsibilities
of all users, ethical behavior and
expectations that come with it. It
also include credibility &
integrity of online content and
critical thinking about what is
true/false.
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Module Description: e-Access
Learning Objectives:
• Explain what e-Access is
• Instil appreciation of some Governmentbased digital initiatives
• Share information on how and where to
access the Internet
• Share information on how people with
disabilities use technology
• Instil positive attitudes towards the use of
technology
Learning Outcomes - You will be able to:
• Understand what e-Access is
• Appreciate how some governments
have helped to boost e-Access
• Know how and where to access the
Internet
• Know how people with disabilities
access the Internet
• Have a positive attitude towards the
use of technology
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Module Description: e-Literate
Learning Objectives:
• Provide you the information about
appropriate or inappropriate ways to
disclose information through the Internet.
• Help you to have a better understanding of
how to distinguish between reliable and
unreliable resources from the Internet.
• Get you to know how to specify the
positive and negative implications of
having a digital footprint.
• Provide you guidance on how to distinguish
between trustworthiness and
untrustworthiness of digital resources.
• Provide you better understanding of
actions/ activities that can be classified as
cyber bullying and its consequences
towards the community.
Learning Outcomes - You will be able to:
• Identify and utilize digital technology in
learning and working environments
• Apply appropriate etiquette and
management of digital communication
and social networking tools
• Apply appropriate knowledge and skills
to evaluate trustworthiness
• Apply appropriate knowledge and skills
to evaluate security of digital resources
• Understand the importance of digital
technology and its evolution
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Module Description: e-Rule
Learning Objectives:
• Identify the specific variations of digital
crimes
• Identify the effects of cyber crimes on a
particular sector (e.g., the effect of digital
piracy on the economy)
• Identify an act of Intellectual Property
infringement
• Describe the importance of having legal
rights and restrictions governing
technology use
Learning Outcomes - You will be able to:
• List at least three (3) examples of cyber
crimes
• State at least three (3) effects of cyber
crimes related to individuals or the
economy
• Describe at least three (3) scenarios
pertaining to Intellectual Property
infringement
• Explain at least three (3) reasons why it
is important to have legal rights and
restrictions governing technology use
• Elaborate at least three (3) benefits of
having rules or regulations governing
communications and technology use
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Module Description: e-Safety
Learning Objectives:
• Forms of digital security breach
– Specify the conditions under which
digital security breaches and attacks
can happen
– Identify the effects of various kinds of
security breaches and attacks
• Types of Online Protection
– Identify various ways to get protection
from security breaches and attacks
– Explain why it is important to guard
your digital safety or security
• Compare and contrast the differences
between using shared resources and
dedicated resources
Learning Outcomes - You will be able to:
• Describe different forms of digital
security breaches and take necessary
precautions against those breaches
• Make efforts to update virus protection
software, and protect personal
information.
• Identify the limits placed on the
resources to be shared on global
networked systems
• Evaluate unethical digital acts and
security issues that affect the security
of electronic data
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Module Description: e-Interaction &
Collaboration
Learning Objectives:
• Introduce concepts related to the various
forms of today’s digital communication and
collaboration;
• Distinguish the intention (for good or bad
cause ) of utilizing various digital
communication and collaboration tools;
• Demonstrate ethical practices when
exchanging and sharing information over
networked systems;
• Articulate the importance of consequences
of online behaviour.
Learning Outcomes - You will be able to:
• Identify various forms of today’s digital
communication and collaboration tools;
• Know when to apply or use digital
communication and collaboration tools
appropriately and ethically;
• Identify which behaviours are ethical or
unethical when exchanging and sharing
information over networked systems;
• Explain the consequences of online
behaviour and its impact for the
purpose of making better online
decisions.
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Module Description: e-Enterprise
Learning Objectives:
• Identify methods for determining whether
a site is valid
• Identify ways to protect yourself from
credit card fraud
• Identify ways to protect yourself from ID
theft
• Identify potential consequences of impulse
buying
Learning Outcomes - You will be able to:
• Understand the ground rules of online
transaction and be able to conduct
online transactions safely
• Identify the consequences of impulsive
buying
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Module Description: e-Care
Learning Objectives:
• Identify the proper ergonomics for
computer related work
• Identify health hazards related to computer
usage
• Identify social problems associated with
Internet and computing addictions
• Identify ways to recycle and properly
dispose of computer equipment
Learning Outcomes - You will be able to:
• Describe three (3) ergonomic
conditions that contribute to
performance and productivity
enhancements
• Explain three (3) precautions to
consider in preventing the occurrence
of physical discomforts and concerns
when using computers
• Elaborate on three (3) signs and
symptoms of impulsive Internet and
computing addictions
• Express three (3) importance to
relinquish and recycle their surplus
computers in a secure and ecologicallyfriendly manner
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Module Description: e-Accountability
Learning Objectives:
• Articulate the importance of ‘being
accountable’ when using digital technology
• Compare and contrast two different AUPs
and determine which are most fair.
• Identify forms of copyright infringement
and its effects on various aspects of life
• Distinguish between ethical and nonethical behaviours with respect to ethical
use of digital technology
Learning Outcomes - You will be able to:
• Define accountability in the context of
digital technology usage
• Describe the importance of
accountability in the digital world
• Differentiate between an a accountable
action and non-accountable action
• Provide sound judgment on any action
deemed accountable
• Define AUP and critique the fairness of
sample AUP
• Explain the consequences of copyright
infringements
• Critically discuss and make sound
ethical decisions on the inappropriate
use of digital technology via case study
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IC CITIZEN Exam
At the end of training session, you will
take an IC CITIZEN exam certification:
• 45 items; with options
– objectives
– drag & drop
– mix & match
• 60 minutes
• Passing score: 640
Sample of Exam Transcript
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IC CITIZEN Training Materials
• Currently available in English
• Will also be available in these
languages: Bahasa, Mandarin,
Arabic and Thai
• Materials available:
— Learning Module
— 1CITIZEN Trainer Handbook
— 1CITIZEN Student Quick
Reference
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SECTION 2:
1CITIZEN: A Malaysia Story
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About 1CITIZEN Programme
IC CITIZEN has been packaged under a National Training Program
called:
•
Overview
— A special training program developed by Prestariang ,
aimed to foster national unity via appropriate use of
technology
— Focus on digital etiquette to promote national
integration & unity; aligned with 1Malaysia
•
Programme Objectives
— To develop a sense of 'keNegaraan', collaboration,
responsibility and ownership to the communities during
their online digital experience
— To 'infuse' positive messages among Youth
— To encourage youth volunteerism and activism
— To integrate a Malaysia-owned Globally Benchmarked
and Standards for digital literacy by taking IC CITIZEN
Certification
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Outcomes
•
Trained & Certified Malaysians
•
National Grid of Unity
– Digital Portfolio of works or projects
created “By-Users-For Users” at the
end of the 2-day training
– The “Best-of-the-Best” of these
projects will be uploaded to a Data
Bank and managed as a “National
Grid of Unity”
– Awards & Incentives will be given
 Best Digital Poster on 1Malaysia
 Best Blogs on Unity
 Best short-video on Patriotism
— Scalable & Sustainable Bottom-up
content development strategy for
1Malaysia
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Creating Digital Portfolios
At the end of training session, you will also produce a Portfolio – as proof of
learning
What is DIGITAL PORTFOLIO?
• A digital portfolio is a project that you need to produce in order to
demonstrate your understanding what it means to be a responsible
Netizen through different tools and media.
• Using one or more IC CITIZEN elements as your portfolio content will
confirm and verify your understanding of the ground rules that are to be
used acceptably in the digital world today.
• 9 CATEGORIES for selections
• Can be submitted as in INDIVIDUAL or GROUP
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Sample Projects
Creative Writing
Haiku Calendar
Competition 2012
Facebook Page
Photo
Patriotism & Unity through PLKN
Posters Competition
Open Category
Video Clips
UNESCO Thematic Poster
Competition in line with
International Celebration Day
eg: World Book Copyright Day, 23
April
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Creative Writing: Poem/Haiku
Title:
Be Careful What You Tweet!
Theme:
Technology
Description:
The visual of the 3 birds representing the 3 main
races in Malaysia complements the poem below
urging people to be careful what they tweet.
Element Used:
e-Interaction & Collaboration
Software Used:
Illustrator
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Photo: Photo-Essay
Title:
Internet Access Abuse
Theme:
Technology
Description:
This photo essay shows an employee abusing
internet access and using it for unethical
purposes by making fun of his boss,
downloading and watching movies during office
hours. His boss soon finds him out.
Element Used:
e-Access , e-Literate
Software Used:
Photoshop
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Open Category: Board Game
Title:
The Social Media Game
Theme:
Entertainment
Description:
Players are taught how to use social media to interact
and collaborate in the right way through this board
game. The goal of the board game is to foster 1
Malaysia through the right usage of these media as
indicated by the Malaysia flag at the finishing line. The
rules of the game are simple, just throw the dice and
move accordingly. Maximum 6 players at a time.
Element Used:
e-Interaction & Collaboration
Software Used:
Photoshop
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Facebook Page
Title:
Respect for Copyright
Theme:
Technology
Description:
In this Facebook page, topics related to
copyright issues as well as fair use are discussed.
For example, whether or not the usage of illegal
software is deemed as fair use for students who
don’t have the money to purchase the original
ones.
Element Used:
• e-Accountability
• e-Rule
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Poster
Title:
Right-Click & Save
Theme:
Malaysia Food
Description:
A screen capture of someone trying to save an
image is turned into a type of inspirational
poster stating that right-click and saving is the
equivalent of theft.
Element Used:
e-Rule , e-Accountability
Software Used:
Photoshop
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Video Clip
Title:
Porn Degrades Women
Theme:
Entertainment
Description:
This is a puppet show about how pornography
can degrade women. Computer users are
discouraged from watching pornography in this
short clip.
Element Used:
e-Safety
Software Used:
After Effects
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SECTION 3:
Other Project Ideas
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Project 1: Youth
1.
YOUTH PROGRAM (NETGeners)
1Malaysia for Youth Program
CONCERNS
Irresponsible cyber activism ; illegal downloads,
socially unacceptable etiquette, Opposition blogs
STATISTICS
Image courtesy of FOX http://www.avatarmovie.com/index.html
90% of university students are connected online; 37% owns notebook; Main online activities are communicating with
friends and families, games and entertainment; 65% gets their news on politics from the Internet; 79% of urban
Netgeners (19-25) are connected online; 78% teens says Internet helps them to do their assignments; 66% of teens use
their mobile phone to send or receive text messages; 1 in 5 teens have received sexting; 26% of 18-23 years old says they
texted while driving; 45% of mobile phone teen owners have sent sexually suggestive, nude images of themselves to
someone else .
PROJECT BRIEF
The ruling party was heavily punished in the last 2009
General Election loosing its 2/3 majority for the first time
since 1957. The opposition uses the Internet heavily as a campaign tool and managed to influence 75% of youth from the
the 19-26 voting age group to vote from them. As part of 1Malaysia initiative by the government, ‘Net influencers’ such as
university students at all public University will be required to pass the Netizenship module before they graduate. Students
will also be required to pass an international accredited ICT certification (MOS or IC3) before graduation under the
Innovation Economy model policy.
Keywords - good citizen, netiquette, digital literacy and competency, employability, illegal downloads; sexting, plagiarism.
Net influencers
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Project 2: Community
2.
COMMUNITY PROGRAM
Community Broadband Centre (CBC)
CONCERNS
Accessed to unauthorized websites, digital divide,
spam and scams
http://www.telenor.com/en/corporate-responsibility/initiatives-worldwide/DiGi-connects-rural-areas-across-Malaysia
STATISTICS
85% of rural voters voted for government; only 20% of rural population have access to computers currently; by 2012, 62%
rural folks will have access to a digital touch-points and by 2015 80%. Main activities of current CBC’s are entertainment
(80% are on YouTube), e-government (18%);
PROJECT BRIEF
As part of the Digital Divide and Literacy program initiatives, Malaysia is building 1000 Community Broadband Centre (CBC) in villages
across the country by 2011 under the Universal Service Provider (USP) fund project. The project allows rural community to access
the Internet to all its members at a minimum cost. Initial statistics show a worrying trend of the Internet being abused. As part of the
Access Monitoring Systems project, passing the ‘L-License’ Netizenship certification will now become a prerequisite for membership.
Netizenship will initially be offered as an INDEPENDENT MODULE and eventually integrated with IC3 (Bahasa version) in later phases.
Keywords – digital divide, literacy and mindshare, Internet filtering
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Project 3: Teacher
3.
TEACHER TRAINING PROGRAM
Integrating ‘Netizenship’ in the
Pre-service Teacher Curriculum.
CONCERNS
Students not guided and facilitated; knowledge gap in digital
literacy between teacher and students are too wide.
Image courtesy of Yahoo News http://news.yahoo.com
STATISTICS
78% teens says Internet helps them to do their schoolwork; 93% of parents agree that Internet help children to learn; 96%
of teachers agree that knowledge of and use of he Internet is essential aspect of learning; 50% kids have exposure to porn
or cyber Bullying intentionally or unintentionally
PROJECT BRIEF
The Ministry has invested heavily in the digitization of education in the past 5 years under the Mathematics & Science in
English project. All schools are now connected with the Internet and all teachers have been equipped with a notebook for
T&L. There has been an increase in the cases of Cyber Bullying and illegal downloading of ‘garbage’ from the internet.
As a sustainable strategy, the Ministry is looking at integrating the modules of Netizenship in curriculum at ALL Teacher
Training Institute that produce new teachers. A new compulsory subject ‘Netizenship’ will be taught and passing
Netizenship module is required prerequisite for all pre-service teachers. A similar initiative is being considered for all postservice teachers starting with the training of 2000 teachers as Master Trainers.
Keywords – digital literacy & competency,
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Project 4: Civil Servant
4.
CIVIL SERVANTS
Civil Servant Literacy & Netiquette project
CONCERNS
Lost of productivity, illegal downloads, accountability, AUP
Image courtesy of Yahoo News http://news.yahoo.com
STATISTICS
Shopping is the most popular online activity at work (75%); 22% have purchase online at work; e-Bay the Internet; 39%
use the Internet for online banking; Adults will do more online transaction if they can be assured of safety on the
Internets busiest traffic is during office hours (68%); 75% don’t like sending personal or credit card info over
PROJECT BRIEF
As part of the e-Government initiatives, the government is pushing for a minimum credential for all civll servants in
Malaysia. Their previous approach of developing their own programs is seen as not scalable. The government is also
increasingly concern about the rise in trends of civil servants being caught visiting external ‘unprotected’ site and loss of
productivity from activities not sanctioned during office hours.
Keywords – digital literacy & competency, online transaction
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