Ethics in a general sense includes personal behavior based on one’s values and morals, and appropriate behavior based on a collective community understanding about appropriate behavior with respect to other people and to the law. Digital ethics simply extends these principles to include ethical standards (especially legal issues regarding copyright, plagiarism, etc.) that are of particular concern when working with digital media. With regard to children, ethics can also include honesty in terms of age-appropriate participation in social media and other online communities. Discussions about digital ethics can also include how general character education principles extend to the use of technology.
“Common Sense Education’s free Digital Literacy and Citizenship Curriculum empowers students to think critically, behave safely, and participate responsibly in our digital world. There are 80 lessons in the full K-12 curriculum, with supporting materials such as student handouts, assessments, educational videos, family tip sheets, and professional development resources.”
"Teach Year 1 is packed with peer-to-peer learning activities that call on critical thinking, ethical discussion and decision making through hands-on projects, problem solving, and role-play, all surrounding the topic of 'digital citizenship' (the norms of appropriate, responsible behavior with regard to technology use). It grew out of this published, academic research. This year can be taught entirely without technology. That’s because experts widely agree that the most important new media skills are social and behavioral skills.”
“The lesson plans, videos, activities, and handouts are designed to inspire creativity and help students make conscious choices about sharing their own creative work while understanding the value of respecting the rights of other creators.”
“Lesson plans and materials to help you teach about copyright and fair use. Click here to see our many educational videos to help you teach about copyright and fair use.”
“Sharing, reusing, or copying content is so easy that rarely do we pause to think about its original source. This lesson will give your students the tools to navigate this often-complicated world of digital media and mass information by exploring the rights they have as content creators, how to protect their own work, and how to respect the work of others. This lesson consists of two videos and a lesson plan.”
Video series for purchase.
“Adina’s Deck is the award-winning technology and internet safety video series for families, schools and organizations to help pre-teens better understand the social side of technology. Designed for ages 9-14 year-olds, stories introduce cyber bullying, predators and plagiarism with an approach that is suspenseful and impactful. Assessments of Adina’s Deck have demonstrated significant results in educating pre-teens and teens about Internet Safety.”
Digital Ethics Teaching Materials. “Choices & Cheaters: Have students play the interactive comic – Choices & Cheaters - on NSTeens.org. Then, use this discussion guide to help them better understand the comic’s lesson.”
“The NetSmartz Student Project Kit helps students in grades 6-12 teach their peers and younger students about topics like cyberbullying, online privacy, and digital ethics. The kit’s projects are divided by grade and topic to help students pick the best activity for their audience. Students can: Give presentations, Perform skits, Lead classroom activities.”
“This self-paced module can be used for personal or staff professional development. Each topic will take approximately an hour to complete. The topics covered in the module are: Understanding copyright, Creative Commons for educators, Teaching about copyright, Issues to consider when working online.”
Helpful Resources & Tips
Host a Workshop at your school.
“The BEaPRO™ Mobile Workshops identify the core competencies and skills that must be addressed for youth to thrive and succeed in our highly connected culture. These workshops guide parents and teachers to have confidence with the core concepts needed to help youth have positive experiences while using mobile and internet connected devices.”