Ribble’s Nine Elements and Its Connection with my Major Project

With the growth and advancement in technology, education has also stepped into digital world. Now along with digitalization, some responsibilities also come on the users and this responsible use of technology is referred as Digital Citizenship. This term is not that popular and we often talk about educational environment in digital world. Both teachers and students need some skill to understand the tools and digital devices. This area is often neglected as we take things for granted and one doesn’t care about a healthy online communication. In my class, Dr. Mike Ribble gave an overview for what exactly Digital Citizenship is and how we can make it better. Dr. Ribble pointed out nine elements that cover how one can be good citizen online.

Ribble’s Nine Digital Elements

Text source: fractuslearning.com/digital-citizenship-poster/

Practicing Digital Literacy

Digital literacy is a wide area and it requires good planning for implementation. Teachers should be ensured that students understand the pros and cons of the digital world. There can be some ways by using of which teachers and students can become a good digital citizens and there are:

Fake News: It refers to false information and it alters the opinions of people posting the comments online. The fake news is biased and it degrades the image of someone. It is always recommended to ignore such news and prevent themselves from rumors.

Clickbait: Fake news and Clickbait are interconnected. Clickbait refers to an eye-catching headline, video, image or text that attracts the interest of the user. These are run by some organization who wants more clicks on their website to increase their online presence.

Security: New malwares can affect your computers and can steel every data. These virus can even track your clicks made on the device. Hackers steel the credit card information, credentials of social media and misuse them. It is always advised to be make a strong password and change it regularly. Use VPNs and install anti-virus software in the computers.

Connection of Nine Elements with Major Project

Although all the Ribble’s nine elements can be connected to my major project but I will talk about a few here.

Firstly, I think that out of nine elements, the digital literacy is the most important that I want to connect with my major project. This elements says that a student and teacher should have knowledge of online media and as I will use Facebook, Instagram along with the Gamification tools. So knowledge of the tools and application is foremost important.

Secondly, the element that I want to pick is digital commerce. It refers to buying and selling online. If I talk about Gamification, there are many educational paid games on the internet. Students should be aware that which website is legit and from where it is safe to purchase online stuff.

How we can forget digital security? In my major project as I will explain more about use of social media and passwords plays an important role in it. Weak passwords can be easily hacked and it is always recommended to use alpha-numeric along with special characters while creating a password. Also, teachers should tell about phishing, online scams, backing-up the data and identity theft.

Brief Outline for Major Project-ECI832

As I will work on option #3 which is Personal journey into media. Along with use of social media, I want to include game-based learning in my final assignment. These days social media also provide platform for educational games and a student can earn some credits which can be use to earn a life in a game. I think this method is rewarding and will increase the motivation of student. Game-based learning or gamification is not a matter of single post. It may need well-designed posts or even a book. This is just a sneak-peak into what I will do in my major project. I will also try some use of game-elements in a non-game scenario

According to me, Game-based learning triggers the emotions of a student that help in the motivation. Gamification is stepping out of the comfort zone that triggers the cognitive process which the help of quizzes and helps in adrenaline rush. It brings out emotions like happiness, joy, esteem, fulfilment and so on.

Gamification
Learning Without Gamification

Some educational gaming methods can include Gimkit, Kahoot or Blooket. I will explore these apps and will try to make its connection with use of social media in education. I will try to explain the steps to use some of these methods.

Moreover, going digital always do not have positive impacts. It too has some drawbacks. I am also planning to explain the issues related to social media and what are its limitations. Also, not everyone gets the advantage of using digital tools in education as there are lack of resources and knowledge.

Hoping to cover each aspect in my major project.