Searching for "sped"

SPED teachers needed

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More on SPED in this IMS blog
https://blog.stcloudstate.edu/ims?s=special+education

Gaming and Gamification for SPED 204

https://catalog.stcloudstate.edu/Catalog/ViewCatalog.aspx?pageid=viewcatalog&topicgroupid=1994&entitytype=CID&entitycode=SPED+204

SPED 204. Program Overview and E-Portfolio

Credits: 1
Department: Special Education
Description: Overview of the programmatic standards for general and special education, how these standards are integrated in special education curriculum, and e-portfolio requirements for documenting acquisition of the above standards.
  1. Gaming and Gamification.

    why Gaming and Gamification? Vygotsky and ZPD (immersive storytelling is a form of creative play)

    from: https://cpb-us-e1.wpmucdn.com/blog.stcloudstate.edu/dist/d/10/files/2015/03/Gaming-and-Gamification-in-academic-and-library-settings-final-draft-1digudu.pdf
    play >>> games >>> serious games >>> Game Based learning >>>>+ Digital Game Based learning
    Games are type of cooperative learning. Games embody the essence of constructivism, which for students/gamers means constructing their own knowledge while they interact (learn cooperatively). Learning can happen without games, yet games accelerate the process. Games engage. Games, specifically digital ones, relate to the digital natives, those born after 1976 – 80, who are also known as Generation Y, or Millennials”

    is it generational? Is it a fad? is it counter-pedagogical?

    what is the difference between GBL (Game Based Learning) and DGBL (Digital GBL): share examples, opinions. Is one better / preferable then the other? Why?

    Kahoot game (Yahoo): https://play.kahoot.it/#/k/1412b52c-da28-4507-b658-7dfeedf0864c 
    hands-on assignment (10 min): split in groups and discuss your experience with games; identify your preferable mode (e.g. GBL vs DGBL) and draft a short plan of transitioning your current curricula to a curricula incorporating games.

    What is gamification? Why gamification, if we have games?
    “Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non – game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences

    let’s check our understanding of gamification: https://play.kahoot.it/#/k/542b5b23-acbd-4575-998e-e199ea08b3e7

    hands-on assignment (10 min): split in groups and use your electronic devices: smartphones, tablets, laptops to experience any of the following gamification tools:

    The Future is Now:

    Hands-on assignment (10 min): Experience Oculus Go, Google Cardboard, Samsung Gear 360,  Vuze,
    create your own VR (video 360) orientation tours:

Digital Literacy for SPED 405

Digital Literacy for SPED 405. Behavior Theories and Practices in Special Education.

Instructor Mark Markell. mamarkell@stcloudstate.edu Mondays, 5:30 – 8:20 PM. SOE A235

Preliminary Plan for Monday, Sept 10, 5:45 PM to 8 PM

Introduction – who are the students in this class. About myself: http://web.stcloudstate.edu/pmiltenoff/faculty Contact info, “embedded” librarian idea – I am available to help during the semester with research and papers

about 40 min: Intro to the library: http://web.stcloudstate.edu/pmiltenoff/bi/
15 min for a Virtual Reality tours of the Library + quiz on how well they learned the library:
http://bit.ly/VRlib
and 360 degree video on BYOD:
Play a scavenger hunt IN THE LIBRARY: http://bit.ly/learnlib
The VR (virtual reality) and AR (augmented reality) component; why is it important?
why is this technology brought up to a SPED class?
https://blog.stcloudstate.edu/ims/2015/11/18/immersive-journalism/
autism: https://blog.stcloudstate.edu/ims/2018/09/10/sound-and-brain/
Social emotional learning
https://blog.stcloudstate.edu/ims/2018/05/31/vr-ar-sel-empathy/
(transition to the next topic – digital literacy)

about 50 min:

  1. Digital Literacy

How important is technology in our life? Profession?

https://blog.stcloudstate.edu/ims/2018/08/20/employee-evolution/

Do you think technology overlaps with the broad field of special education? How?
How do you define technology? What falls under “technology?”

What is “digital literacy?” Do we need to be literate in that sense? How does it differ from technology literacy?
https://blog.stcloudstate.edu/ims?s=digital+literacy

Additional readings on “digital literacy”
https://blog.stcloudstate.edu/ims/2017/08/23/nmc-digital-literacy/

Digital Citizenship: https://blog.stcloudstate.edu/ims/2015/10/19/digital-citizenship-info/
Play Kahoot: https://play.kahoot.it/#/k/e844253f-b5dd-4a91-b096-b6ff777e6dd7
Privacy and surveillance: how does these two issues affect your students? Does it affect them more? if so, how?  https://blog.stcloudstate.edu/ims/2018/08/21/ai-tracks-students-writings/

Social Media:
http://web.stcloudstate.edu/pmiltenoff/lib290/. if you want to survey the class, here is the FB group page: https://www.facebook.com/groups/LIB290/

Is Social Media part of digital literacy? Why? How SM can help us become more literate?

Digital Storytelling:
http://web.stcloudstate.edu/pmiltenoff/lib490/

How is digital storytelling essential in digital literacy?

about 50 min:

  1. Fake News and Research

Syllabus: Teaching Media Manipulation: https://datasociety.net/pubs/oh/DataAndSociety_Syllabus-MediaManipulationAndDisinformationOnline.pdf

#FakeNews is a very timely and controversial issue. in 2-3 min choose your best source on this issue. 1. Mind the prevalence of resources in the 21st century 2. Mind the necessity to evaluate a) the veracity of your courses b) the quality of your sources (the fact that they are “true” does not mean that they are the best). Be prepared to name your source and defend its quality.
How do you determine your sources? How do you decide the reliability of your sources? Are you sure you can distinguish “good” from “bad?”
Compare this entry https://en.wikipedia.org/wiki/List_of_fake_news_websites
to this entry: https://docs.google.com/document/d/10eA5-mCZLSS4MQY5QGb5ewC3VAL6pLkT53V_81ZyitM/preview to understand the scope

Do you know any fact checking sites? Can you identify spot sponsored content? Do you understand syndication? What do you understand under “media literacy,” “news literacy,” “information literacy.”  https://blog.stcloudstate.edu/ims/2017/03/28/fake-news-resources/

Why do we need to explore the “fake news” phenomenon? Do you find it relevant to your professional development?

Let’s watch another video and play this Kahoot: https://play.kahoot.it/#/k/21379a63-b67c-4897-a2cd-66e7d1c83027

So, how do we do academic research? Let’s play another Kahoot: https://play.kahoot.it/#/k/5e09bb66-4d87-44a5-af21-c8f3d7ce23de
If you to structure this Kahoot, what are the questions, you will ask? What are the main steps in achieving successful research for your paper?

  • Research using social media

what is social media (examples). why is called SM? why is so popular? what makes it so popular?

use SM tools for your research and education:

– Determining your topic. How to?
Digg http://digg.com/, Reddit https://www.reddit.com/ , Quora https://www.quora.com
Facebook, Twitter – hashtags (class assignment 2-3 min to search)
LinkedIn Groups
YouTube and Slideshare (class assignment 2-3 min to search)
Flickr, Instagram, Pinterest for visual aids (like YouTube they are media repositories)

Academia.com (https://www.academia.edu/Academia.edu, a paper-sharing social network that has been informally dubbed “Facebook for academics,” https://www.academia.edu/31942069_Facebook_for_Academics_The_Convergence_of_Self-Branding_and_Social_Media_Logic_on_Academia.edu

ResearchGate: https://www.researchgate.net/

– collecting and managing your resources:
Delicious https://del.icio.us/
Diigo: https://www.diigo.com/
Evernote: evernote.com OneNote (Microsoft)

blogs and wikis for collecting data and collaborating

– Managing and sharing your information:
Refworks,
Zotero https://www.zotero.org/,
Mendeley, https://www.mendeley.com/

– Testing your work against your peers (globally):

Wikipedia:
First step:Using Wikipedia.Second step: Contributing to Wikipedia (editing a page). Third step: Contributing to Wikipedia (creating a page)  https://www.evernote.com/shard/s101/sh/ef743d1a-4516-47fe-bc5b-408f29a9dcb9/52d79bfa20ee087900764eb6a407ec86

– presenting your information


please use this form to cast your feedback. Please feel free to fill out only the relevant questions:
http://bit.ly/imseval

SPED library instruction

Library instruction Information Literacy Digital Literacy

Instructor, Michael Pickle.  September 26, 4-5:30PM for SPED 204

short link to this blog entry: http://bit.ly/scsusped204

My name is Plamen Miltenoff and I will be leading your digital literacy instruction today: Here is more about me: http://web.stcloudstate.edu/pmiltenoff/faculty/ and more about the issues we will be discussing today: https://blog.stcloudstate.edu/ims/
As well as my email address for further contacts: pmiltenoff@stcloudstate.edu

  1. How do we search?
    1. Google and Google Scholar (more focused, peer reviewed, academic content)
    2. Digg http://digg.com/, Reddit https://www.reddit.com/ , Quora https://www.quora.com/
    3. SCSU Library search, Google, Professional organization, (e.g. NASET), Stacks of magazines, SCSU library info, but need to know what all of the options mean on that page
    4. https://blog.stcloudstate.edu/ims/2018/04/02/publish-metrics-ranking-and-citation-info/
  2. Custom Search Engine:
    https://blog.stcloudstate.edu/ims/2017/11/17/google-custom-search-engine/
  3. Basic electronic (library) search information and strategies. Library research services

https://www.semanticscholar.org/

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  • Searching SCSU library

https://www.stcloudstate.edu/library/

library research guide

here is the link to SPED:
https://stcloud.lib.minnstate.edu/subjects/guide.php?subject=SPED

50 min : http://web.stcloudstate.edu/pmiltenoff/bi/ 

5 min to introduce and make a connection

Plan 1. Introduction to the library (for library novices: Virtual Reality library orientation and gamified library instruction ) 

15 min for a Virtual Reality tours of the Library + quiz on how well they learned the library:
http://bit.ly/VRlib

and 360 degree video on BYOD:

Play a scavenger hunt IN THE LIBRARY: http://bit.ly/learnlib

SPED rules for virtual schools

Feds Say Virtual Schools Need to Follow Special Ed Rules

By Dian Schaffhauser 08/25/16

https://thejournal.com/articles/2016/08/25/feds-say-virtual-schools-need-to-follow-special-ed-rules.aspx

Dear Colleague” letter issued to virtual schools by the U.S. Department of Education. The agency isn’t creating or imposing “new legal requirements,” is intended to help state education agencies and districts meet their existing obligations under the Individuals with Disabilities Education Act.

feedback at virtualschools@ed.gov.

The letter is available on the Education Department website here.

The Huawei war

https://mondediplo.com/2020/11/10huawei

Ren, a former engineer with the People’s Liberation Army who went into consumer electronics, played the patriotic card, cautioning Jiang that ‘switching equipment technology was related to national security, and that a nation that did not have its own switching equipment was like one that lacked its own military’ (1). A quarter of a century later, other countries, led by the US, have belatedly grasped the wisdom of Ren’s remarks; the technology in question today is 5G

The company operates networks in 170 countries and employs more than 194,000 people.

This summer it overtook Samsung as the world’s biggest seller of smartphones… boast some of the most advanced artificial intelligence capabilities on the market.

spending more than 10% of its annual profits on research and development. In 2019 it spent over $15bn — more than Apple and Microsoft — and the budget for 2020 is $20bn. (For comparison, the R&D spend of the entire German car industry in 2018 was roughly $30bn.)

Huawei and 5G are only a small part of a much larger geoeconomic and geopolitical struggle in which China is trying to gain the upper hand over the US.

Washington’s campaign against Chinese tech includes firms such as the state-owned ZTE, another important player in the 5G field, WeChat and TikTok and many other lesser-known companies. But Huawei is its main target.

Washington sees Huawei as an arch-example of China’s rogue behaviour (widely mistaken for meritocratic market success) — stealing intellectual property, bullying partners and undercutting competitors

The EU has failed to agree a common policy on 5G.

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more on Huawei in this IMS blog
https://blog.stcloudstate.edu/ims?s=huawei

Educators in VR

Info on all presentations: https://account.altvr.com/channels/1182698623012438188

Charlie Fink: Setting the Table for the Next Decade in XR

Translating Training Requirements into Immersive Experience

Virtual Reality Technologies for Learning Designers

Virtual Reality Technologies for Learning Designers Margherita Berti

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Technology Acceptance and Learning Process Victoria Bolotina part 1

Technology Acceptance and Learning Process Victoria Bolotina part 2

Assessment of Learning Activities in VR Evelien Ydo part 2

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VR: So Much More Than a Field Trip Shannon Putman, Graduate Assistant/PhD Student, University of Louisville SPED special education https://account.altvr.com/events/1406092840622096803

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VR and Health Professionals Rob Theriault

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Transform Your History Lessons with AR and VR Michael Fricano II

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Transform Your History Lessons with AR and VR Michael Fricano II, Technology Integration Specialist https://www.arvreduhub.com/transform-history

Qlone App for 3D scanning

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2020 Educators in VR International Summit

The 2020 Educators in VR International Summit is February 17-22. It features over 170 speakers in 150+ events across multiple social and educational platforms including AltspaceVRENGAGErumiiMozilla Hubs, and Somnium Space.

The event requires no registration, and is virtual only, free, and open to the public. Platform access is required, so please install one of the above platforms to attend the International Summit. You may attend in 2D on a desktop or laptop computer with a headphone and microphone (USB gaming headphone recommended), or with a virtual device such as the Oculus Go, Quest, and Rift, Vive, and other mobile and tethered devices. Please note the specifications and requirements of each platform.

The majority of our events are on AltspaceVR. AltspaceVR is available for Samsung GearSteam Store for HTC ViveWindows Mixed Reality, and the Oculus Store for RiftGo and Quest users. Download and install the 2D version for use on your Windows desktop computer.

Charlie Fink, author, columnist for Forbes magazine, and Adjunct Faculty member of Chapman University, will be presenting “Setting the Table for the Next Decade in XR,” discussing the future of this innovative and immersive technology, at the 2020 Educators in VR International Summit. He will be speaking in AltspaceVR on Tuesday, February 18 at 1:00 PM EST /

International Summit

Setting the Table for the Next Decade in XR 1PM, Tues, Feb 18 https://account.altvr.com/events/1406089727517393133

Finding a New Literacy for a New Reality 5PM, Tues, Feb 18

https://account.altvr.com/events/1406093036194103494 schedule for new literacy

Finding a New Literacy for a New Reality

Dr. Sarah Jones, Deputy Dean, De Montfort University

This workshop with Dr. Sarah Jones will focus on developing a relevant and new literacy for virtual reality, including the core competencies and skills needed to develop and understand how to become an engaged user of the technology in a meaningful way. The workshop will develop into research for a forthcoming book on Uncovering a Literacy for VR due to be published in 2020.

Sarah is listed as one of the top 15 global influencers within virtual reality. After nearly a decade in television news, Sarah began working in universities focusing on future media, future technology and future education. Sarah holds a PhD in Immersive Storytelling and has published extensively on virtual and augmented reality, whilst continuing to make and create immersive experiences. She has advised the UK Government on Immersive Technologies and delivers keynotes and speaks at conferences across the world on imagining future technology. Sarah is committed to diversifying the media and technology industries and regularly champions initiatives to support this agenda.

Inter-cognitive and Intra-cognitive Communication in Virtual Reality

Inter-cognitive and Intra-cognitive Communication in Virtual Reality

Michael Vallance, Professor, Future University Hakodate

Currently there are limited ways to connect 3D VR environments to physical objects in the real-world whilst simultaneously conducting communication and collaboration between remote users. Within the context of a solar power plant, the performance metrics of the site are invaluable for environmental engineers who are remotely located. Often two or more remotely located engineers need to communicate and collaborate on solving a problem. If a solar panel component is damaged, the repair often needs to be undertaken on-site thereby incurring additional expenses. This triage of communication is known as inter-cognitive communication and intra-cognitive communication: inter-cognitive communication where information transfer occurs between two cognitive entities with different cognitive capabilities (e.g., between a human and an artificially cognitive system); intra-cognitive communication where information transfer occurs between two cognitive entities with equivalent cognitive capabilities (e.g., between two humans) [Baranyi and Csapo, 2010]. Currently, non-VR solutions offer a comprehensive analysis of solar plant data. A regular PC with a monitor currently have advantages over 3D VR. For example, sensors can be monitored using dedicated software such as EPEVER or via a web browser; as exemplified by the comprehensive service provided by Elseta. But when multiple users are able to collaborate remotely within a three-dimensional virtual simulation, the opportunities for communication, training and academic education will be profound.

Michael Vallance Ed.D. is a researcher in the Department of Media Architecture, Future University Hakodate, Japan. He has been involved in educational technology design, implementation, research and consultancy for over twenty years, working closely with Higher Education Institutes, schools and media companies in UK, Singapore, Malaysia and Japan. His 3D virtual world design and tele-robotics research has been recognized and funded by the UK Prime Minister’s Initiative (PMI2) and the Japan Advanced Institute of Science and Technology (JAIST). He has been awarded by the United States Army for his research in collaborating the programming of robots in a 3D Virtual World.

Create Strategic Snapchat & Instagram AR Campaigns

Create Strategic Snapchat & Instagram AR Campaigns

Dominique Wu, CEO/Founder, Hummingbirdsday

Augmented Reality Lens is popular among young people thanks to Snapchat’s invention. Business is losing money without fully using of social media targeting young people (14-25). In my presentation, Dominique Wu will show how businesses can generate more leads through Spark AR (Facebook AR/Instagram AR) & Snapchat AR Lens, and how to create a strategic Snapchat & Instagram AR campaigns.

Domnique Wu is an XR social media strategist and expert in UX/UI design.She has her own YouTube and Apple Podcast show called “XReality: Digital Transformation,” covering the technology and techniques of incorporating XR and AR into social media, marketing, and integration into enterprise solutions.

Mixed Reality in Classrooms Near You

Mixed Reality in Classrooms Near You

Mark Christian, EVP, Strategy and Corporate Development, GIGXR

Mixed Reality devices like the HoloLens are transforming education now. Mark Christian will discuss how the technology is not about edge use cases or POCs, but real usable products that are at Universities transforming the way we teach and learn. Christian will talk about the products of GIGXR, the story of how they were developed and what the research is saying about their efficacy. It is time to move to adoption of XR technology in education. Learn how one team has made this a reality.

As CEO of forward-thinking virtual reality and software companies, Mark Christian employs asymmetric approaches to rapid, global market adoption, hiring, diversity and revenue. He prides himself on unconventional approaches to building technology companies.

Designing Educational Content in VR

Designing Educational Content in VR

Avinash Gyawali, VR Developer, Weaver Studio

Virtual Reality is an effective medium to impart education to the student only if it is done right.The way VR is considered gimmick or not is by the way the software application are designed/developed by the developers not the hardware limitation.I will be giving insight about the VR development for educational content specifically designed for students of lower secondary school.I will also provide insights about the development of game in unity3D game engine.

Game Developer and VR developer with over 3 years of experience in Game Development.Developer of Zombie Shooter, winner of various national awards in the gaming and entertainment category, Avinash Gyawali is the developer of EDVR, an immersive voice controlled VR experience specially designed for children of age 10-18 years.

8:00 AM PST Research Virtual Reality Technologies for Learning Designers Margherita Berti ASVR

Virtual Reality Technologies for Learning Designers

Margherita Berti

Virtual Reality (VR) is a computer-generated experience that simulates presence in real or imagined environments (Kerrebrock, Brengman, & Willems, 2017). VR promotes contextualized learning, authentic experiences, critical thinking, and problem-solving opportunities. Despite the great potential and popularity of this technology, the latest two installations of the Educause Horizon Report (2018, 2019) have argued that VR remains “elusive” in terms of mainstream adoption. The reasons are varied, including the expense and the lack of empirical evidence for its effectiveness in education. More importantly, examples of successful VR implementations for those instructors who lack technical skills are still scarce. Margherita Berti will discuss a range of easy-to-use educational VR tools and examples of VR-based activity examples and the learning theories and instructional design principles utilized for their development.

Margherita Berti is a doctoral candidate in Second Language Acquisition and Teaching (SLAT) and Educational Technology at the University of Arizona. Her research specialization resides at the intersection of virtual reality, the teaching of culture, and curriculum and content development for foreign language education.

Wed 11:00 AM PST Special Event Gamifying the Biblioverse with Metaverse Amanda Fox VR Design / Biblioverse / Training & Embodiment ASVR

Gamifying the Biblioverse with Metaverse

Amanda Fox, Creative Director of STEAMPunks/MetaInk Publishing, MetaInk Publishing

There is a barrier between an author and readers of his/her books. The author’s journey ends, and the reader’s begins. But what if as an author/trainer, you could use gamification and augmented reality(AR) to interact and coach your readers as part of their learning journey? Attend this session with Amanda Fox to learn how the book Teachingland leverages augmented reality tools such as Metaverse to connect with readers beyond the text.

Amanda Fox, Creative Director of STEAMPunksEdu, and author of Teachingland: A Teacher’s Survival Guide to the Classroom Apolcalypse and Zom-Be A Design Thinker. Check her out on the Virtual Reality Podcast, or connect with her on twitter @AmandaFoxSTEM.

Wed 10:00 AM PST Research Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals Christian Jonathan Angel Rueda VR Design / Biblioverse / Training & Embodiment ASVR

Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals

Christian Jonathan Angel Rueda, research professor, Autonomous University of Queretaro (Universidad Autónoma de Querétaro)

Christian Jonathan Angel Rueda specializaes in didactic activity of the use of virtual reality/virtual worlds to learn the fundamentals of design. He shares the development of a course including recreating in the three-dimensional environment using the fundamentals learned in class, a demonstration of all the works developed throughout the semester using the knowledge of design foundation to show them creatively, and a final project class scenario that connected with the scenes of the students who showed their work throughout the semester.

Christian Jonathan Angel Rueda is a research professor at the Autonomous University of Queretaro in Mexico. With a PhD in educational technology, Christian has published several papers on the intersection of education, pedagogy, and three-dimensional immersive digital environments. He is also an edtech, virtual reality, and social media consultant at Eco Onis.

Thu 11:00 AM PST vCoaching Closing the Gap Between eLearning and XR Richard Van Tilborg XR eLearning / Laughter Medicine ASVR

Closing the Gap Between eLearning and XR

Richard Van Tilborg, founder, CoVince

How we can bridge the gap between eLearning and XR. Richard Van Tilborg discusses combining brain insights enabled with new technologies. Training and education cases realised with the CoVince platform: journeys which start on you mobile and continue in VR. The possibilities to earn from your creations and have a central distribution place for learning and data.

Richard Van Tilborg works with the CoVince platform, a VR platform offering training and educational programs for central distribution of learning and data. He is an author and speaker focusing on computers and education in virtual reality-based tasks for delivering feedback.

 

Thu 12:00 PM PST Research Assessment of Learning Activities in VR Evelien Ydo Technology Acceptance / Learning Assessment / Vaping Prevention ASVR
Thu 6:00 PM PST Down to Basics Copyright and Plagiarism Protections in VR Jonathan Bailey ASVR

 

Thu 8:00 PM PST Diversity Cyberbullying in VR John Williams, Brennan Hatton, Lorelle VanFossen ASVR

online discussion with Plovdiv University

April 21, 2016

Culture and Education

Adobe Connect Recording http://scsuconnect.stcloudstate.edu/p53yxcavsih/

online discussions with faculty from School of Education at St. Cloud State University, faculty and students from Plovdiv University and faculty from New Bulgarian University.

http://www.stcloudstate.edu/sped/faculty-staff.aspx
John Hoover: jhhoover@stcloudstate.edu – SCSU
Martin Lo: hlo@stcloudstate.edu – SCSU

Kyounghee Seo: kseo@stcloudstate.edu – SCSU

Galin Tzokov: g_tzokov@mail.bg, Gal.tzokov@gmail.com g – Plovdiv

zlaty.sh@gmail.comg – Plovdiv

Vladimira Angelova: vladiang@abv.bg – Plovdiv

Ludmil Duridanov : duridanov@gmail.com – NBU

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community based learning, project based learning, personalized learning

Adobe Connect link: http://scsuconnect.stcloudstate.edu/ims/
Adobe Connect Recording from the December 10, 8AM (4PM local time in Bulgaria) with students and faculty from Plovdiv University and practitioners from K12 school in Plovdiv: http://scsuconnect.stcloudstate.edu/p20nzpx5g02/

online discussion with faculty, pre-service teachers and K12 teachers on the definitions and connection among these types of learning. Please share your questions and observations in the the comment section under the blog entry.

обучение в общности (community based learning), обучение базирано на проекти 9 project based learning ) и индивидуално обучение (personalized learning)

за краткото време от един час, ще се дискутираме дефинициите и връзката между три вида обучение, които са обект на внимание като част от реформата в американското обучение. Моля споделете мненията си и въпросите си в секцията за коментарии под блога

Constructivism: Lecture and project-based learning

10 Tips for Assessing Project-Based Learning

Inquiry Learning

Community-Based Learning (CBL)

CBL

CBL

http://www.swarthmore.edu/lang-center-civic-social-responsibility/community-based-learning-cbl

Community Based Learning (CBL) is a pedagogical approach that is based on the premise that the most profound learning often comes from experience that is supported by guidance, context-providing, foundational knowledge, and intellectual analysis.The opportunity for students to bring thoughtful knowledge and ideas based on personal observation and social interaction to a course’s themes and scholarly arguments brings depth to the learning experience for individuals and to the content of the course. The communities of which we are a part can benefit from the resources of our faculty and students, while the courses can be educationally transformative in powerful ways.

http://www.princeton.edu/cbli/

community based learning project based learning

community based learning project based learning

The Community-Based Learning Initiative (CBLI) connects students’ academic work with their interest in and concern for the communities around the University. Working with local nonprofits, students develop research projects, collect and analyze data, and share their results and conclusions, not just with their professors, but also with organizations and agencies that can make use of the information. Working with CBLI, students can do community-based research in courses, as a summer research internship, and as part of their junior paper or senior thesis.

Community-Based Learning

http://nationalcenterforcommunityschools.childrensaidsociety.org/sites/default/files/community-based-learning.pdf

Introduction to community based learning

http://academics.holycross.edu/files/cbl/Introduction_to_Community-Based_Learning.pdf

another form of experiential learning. Wide variation of definitions: off-campus academic learning or service learning. Field work, internships, community based research etc. connects classroom learning objectives with civic engagement.

service learning

service learning

service learning

https://en.wikipedia.org/wiki/Service-learning

Service-Learning must properly connect the traditional classroom experience with the real life lessons that come through service.

What is Project Based Learning (PBL)?

обучение базирано на проекти

http://bie.org/about/what_pbl

Project-based learning is a dynamic classroom approach in which students actively explore real-world problems and challenges and acquire a deeper knowledge. http://www.edutopia.org/project-based-learning

https://www.pinterest.com/rxinsider/experiential-learning-service-learning-experientia/

https://www.youtube.com/watch?v=LMCZvGesRz8

Project Based Learning Ideas, Lesson Plans, Examples, Templatesproject based learning

http://www.learningreviews.com/Project-Based-Learning-Lesson-Plans.html

Personalized Learning персонализирано обучение

http://edglossary.org/personalized-learning/

http://www.personalizelearning.com/

personalizelearning

personalized-learning

personalized-learning

 

student-centered learning

обучение фокусирано около студента

student-centered learning

student-centered learning

student-centered learning

Socratic method

Socratic method, also known as method of elenchus, elenctic method, or Socratic debate, is named after the classical Greek philosopher Socrates. It is a form of inquiry and discussion between individuals, based on asking and answering questions to stimulate critical thinking and to illuminate ideas.

https://en.wikipedia.org/wiki/Socratic_method

student-centered learning socratic method

digital citizenship bibliography

From MyFunCity to government-structured approach to “digital citizenship,” this is recent trend, which is seriously considered by educators as a must in the curricula. While habitually connected with technology classes, it is a much larger issue, which requires faculty attention across disciplines; it encompass digital and technology literacy, netiquette and online behavior (cyberbulling most frequently addressed), as well qualities and skills to be a functional and mindful citizen of a global world.

here is some general literature on digital citizenship:

Bolkan, J. V. (2014). 13 Resources to Help You Teach Digital Citizenship. T H E Journal, 41(12), 21-23. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d100209769%26site%3dehost-live%26scope%3dsite
Robb, M., & Shellenbarger, T. (2013). Promoting Digital Citizenship and Academic Integrity in Technology Classrooms. Teaching Professor, 27(8), 1-4. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d91566420%26site%3dehost-live%26scope%3dsite
Digital Citizenship: The Internet, Society, and Participation

http://groups.lis.illinois.edu/guest_lectures/cii/digcitizen.pdf

Digital Citizenship: Addressing Appropriate Technology Behavior
Ribble, Mike S.; Bailey, Gerald D.; Ross, Tweed W.
Learning & Leading with Technology, v32 n1 p6-9, 11 Sep 2004
http://eric.ed.gov/?id=EJ695788

Techné: Research in Philosophy and Technology

Volume 9, Issue 1, Fall 2005. Education and Citizenship in the Digital Age

Isman, A., & Canan Gungoren, O. (2014). Digital Citizenship. Turkish Online Journal Of Educational Technology – TOJET, 13(1), 73-77. http://eric.ed.gov/?id=EJ1018088

PR, N. (2014, April 3). MyFunCity is a revolution in digital citizenship. PR Newswire US. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d201404031549PR.NEWS.USPR.BR98059%26site%3dehost-live%26scope%3dsite

Communication Studies:

Couldry, N., Stephansen, H., Fotopoulou, A., MacDonald, R., Clark, W., & Dickens, L. (2014). Digital citizenship? Narrative exchange and the changing terms of civic culture. Citizenship Studies, 18(6/7), 615-629. doi:10.1080/13621025.2013.865903
http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d98053478%26site%3dehost-live%26scope%3dsite (please ask for copy of the article)

Simsek, E., & Simsek, A. (2013). New Literacies for Digital Citizenship. Online Submission,  Contemporary Educational Technology, 4(3), 126-137. http://eric.ed.gov/?id=ED542213

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History:
Wineburg, S., & Reisman, A. (2015). Disciplinary Literacy in History: A Toolkit for Digital Citizenship. Journal Of Adolescent & Adult Literacy, 58(8), 636-639. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dEJ1059107%26site%3dehost-live%26scope%3dsite (please ask for copy of the article)

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Human Relations and Multicultural Education (HURL):

Baumann, P., & Education Commission of the, S. (2012). Civic Engagement through Digital Citizenship: Engaging Youth in Active, Participatory Citizenship through Digital Media. The Progress of Education Reform. Volume 13, Number 1. Education Commission Of The States, http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dED528864%26site%3dehost-live%26scope%3dsite
Shelat, M. (2015). Global civic engagement on online platforms: Women as transcultural citizens. Dissertation Abstracts International Section A, 75, http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dpsyh%26AN%3d2015-99070-423%26site%3dehost-live%26scope%3dsite
Kurubacak, G. (2011). eLearning for Pluralism: The Culture of eLearning in Building a Knowledge Society. Online Submission, http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dED521663%26site%3dehost-live%26scope%3dsite
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Child and Family Studies (CFS)

Lenhart, A., Madden, M., Smith, A., Purcell, K., Zickuhr, K., Rainie, L., & Pew Internet & American Life, P. (2011). Teens, Kindness and Cruelty on Social Network Sites: How American Teens Navigate the New World of “Digital Citizenship”. Pew Internet & American Life Project, http://eric.ed.gov/?id=ED537516

ORTH, D., & CHEN, E. (2013). The Strategy FOR DIGITAL CITIZENSHIP. Independent School, 72(4), 56-63. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d87618786%26site%3dehost-live%26scope%3dsite

Ives, E. A. (2012, October 1). iGeneration: The Social Cognitive Effects of Digital Technology on Teenagers. Online Submission, http://eric.ed.gov/?id=ED543278

Monterosa, V. (2015). DEVELOPING DIGITAL CITIZENS. Leadership, 44(3), 30-32. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d109111583%26site%3dehost-live%26scope%3dsite

10 Free Interactive Lessons about Digital Citizenship. (2012). Curriculum Review, 52(1), 4-5. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d79851664%26site%3dehost-live%26scope%3dsite

Graham, G. (2013, November 20). Pupils are now ‘digital citizens’ with the right to use a mobile. Daily Mail. p. 3.  http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d92031070%26site%3dehost-live%26scope%3dsite

LifeLock, I. (0009, January). Free Online Tool Empowers Families to Set Technology Ground Rules as More Kids Go Digital. Business Wire (English). http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3dbizwire.c63848252%26site%3dehost-live%26scope%3dsite

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Teacher Development (ED/TDEV)

Dettori, G. (2012). Digital citizenship in schools – By Ribble Mike. British Journal Of Educational Technology, 43(6), E179. doi:10.1111/j.1467-8535.2012.01378_9.x http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3daph%26AN%3d82468985%26site%3dehost-live%26scope%3dsite

Ribble, M. (2012). Digital Citizenship for Educational Change. Kappa Delta Pi Record, 48(4), 148-151. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dEJ993448%26site%3dehost-live%26scope%3dsite

(please ask for copy of the article)

Johnson, M. (2012). Shaping Digital Citizens: preparing students to work and play in the online world. School Libraries In Canada (17108535), 30(3), 19-22. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d95316041%26site%3dehost-live%26scope%3dsite

Enabling digital citizenship programs within your district’s network infrastructure. (2012). District Administration, 48(9), 54-55.  http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d82747791%26site%3dehost-live%26scope%3dsite

ORECH, J. (2012). HOW IT’S DONE: Incorporating Digital Citizenship Into Your Everyday Curriculum. Tech & Learning, 33(1), 16-18.  http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d82590138%26site%3dehost-live%26scope%3dsite

Petrucco, C. (2013). Fostering digital literacy between schools and the local community: Using service learning and project-based learning as a conceptual framework. International Journal Of Digital Literacy And Digital Competence, 4(3), 10-18. doi:10.4018/ijdldc.2013070102 http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dpsyh%26AN%3d2014-29004-002%26site%3dehost-live%26scope%3dsite

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Educational Leadership and Higher Education (ELHE)

Acosta, D. M. (2014). Tweet Up? Examining Twitter’s Impact on Social Capital and?Digital Citizenship in Higher Education. About Campus, 18(6), 10-17. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dEJ1027263%26site%3dehost-live%26scope%3dsite

Suppo, C. A. (2013, January 1). Digital Citizenship Instruction in Pennsylvania Public Schools: School Leaders Expressed Beliefs and Current Practices. ProQuest LLC, http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dED553014%26site%3dehost-live%26scope%3dsite (please ask for copy of the article)

Noonoo, S. (2014). Digital Citizenship for the Real World. T H E Journal, 41(4), 17-19. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d103335802%26site%3dehost-live%26scope%3dsite

Ribble, M. (2014). The importance of digital citizenship. District Administration, 50(11), 88. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d103369941%26site%3dehost-live%26scope%3dsite

MURLEY, S. F. (2014). Engaging With a Digital Citizenry. School Administrator, 71(10), 30-31 http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dtfh%26AN%3d102610780%26site%3dehost-live%26scope%3dsite

Ahlquist, J. (2014). Trending Now: Digital Leadership Education Using Social Media and the Social Change Model. Journal Of Leadership Studies, 8(2), 57-60. doi:10.1002/jls.21332 http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbuh%26AN%3d99008045%26site%3dehost-live%26scope%3dsite

Neustar, I. (0001, September). Neustar Launches Social Media Digital Citizenship Program for  Kentucky Schools. Business Wire (English). http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbwh%26AN%3dbizwire.c38975001%26site%3dehost-live%26scope%3dsite

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Special Education (SPED)

Farmer, L. (2012). Digital Citizenship for Youth with Autism Spectrum Disorders. CSLA Journal, 35(2), 12-13. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d91822779%26site%3dehost-live%26scope%3dsite

Common Sense Media. (2011). Common Sense Media Partners with Nickelodeon’s the Big Help on Digital Citizenship and Anti-Bullying Campaign. Business Wire (English). http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbwh%26AN%3dbizwire.c32997597%26site%3dehost-live%26scope%3dsite

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Sociology:

Lyons, R. (2012, January 1). Investigating Student Gender and Grade Level Differences in Digital Citizenship Behavior. ProQuest LLC, http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dED546058%26site%3dehost-live%26scope%3dsite (please ask for copy of the article)

NOONAN, K. (2013). DIGITAL CITIZENS RISE TO DISASTERS. Government News, 33(1), 16. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbuh%26AN%3d86153161%26site%3dehost-live%26scope%3dsite

Buente, W. (2012). Modeling citizenship offline and online: Internet use, information, and political action during the 2008 election campaign. Dissertation Abstracts International Section A, 73, 1222. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dpsyh%26AN%3d2012-99190-595%26site%3dehost-live%26scope%3dsite

Kurubacak, G. (2011). eLearning for Pluralism: The Culture of eLearning in Building a Knowledge Society. International Journal On E-Learning, 10(2), 145-167. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dEJ926545%26site%3dehost-live%26scope%3dsite

Hill, A. M. (2015). The kids are all right online: Teen girls’ experiences with self-presentation, impression management & aggression on Facebook. Dissertation Abstracts International Section A, 76, http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dpsyh%26AN%3d2015-99170-479%26site%3dehost-live%26scope%3dsite

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Criminal Justice

NPR. (2015, April 13). National Cyber Security Alliance Aligns with RSA Conference to Empower Digital Citizens to Stay Current in the Ever-changing Cybersecurity Environment. PR Newswire US. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d201504131030PR.NEWS.USPR.DC78336%26site%3dehost-live%26scope%3dsite

NPR. (2014, February 11). Digital Citizens Alliance Calls Prosecution of Apps Content Thieves Important Step to Protect Internet. PR Newswire US. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbwh%26AN%3d201402111145PR.NEWS.USPR.DC63074%26site%3dehost-live%26scope%3dsite

 

NPR. (2015, May 18). Public Officials, Business Leaders and Cybersecurity Experts Gather at “Two Steps Ahead: Protect Your Digital Life” Event in Brooklyn. PR Newswire US. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d201505180600PR.NEWS.USPR.DC10064%26site%3dehost-live%26scope%3dsite

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Political Science

NOONAN, K. (2013). DIGITAL CITIZENS RISE TO DISASTERS. Government News, 33(1), 16. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbuh%26AN%3d86153161%26site%3dehost-live%26scope%3dsite

Buente, W. (2012). Modeling citizenship offline and online: Internet use, information, and political action during the 2008 election campaign. Dissertation Abstracts International Section A, 73, 1222. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dpsyh%26AN%3d2012-99190-595%26site%3dehost-live%26scope%3dsite

Kurubacak, G. (2011). eLearning for Pluralism: The Culture of eLearning in Building a Knowledge Society. International Journal On E-Learning, 10(2), 145-167. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dEJ926545%26site%3dehost-live%26scope%3dsite

Education Commission of the State. (2012, September). Education Commission of the States Releases Brief on Civic Engagement and Digital Citizenship. Business Wire (English). http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbwh%26AN%3dbizwire.c39665781%26site%3dehost-live%26scope%3dsite

NPR. (2015, May 18). Public Officials, Business Leaders and Cybersecurity Experts Gather at “Two Steps Ahead: Protect Your Digital Life” Event in Brooklyn. PR Newswire US. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d201505180600PR.NEWS.USPR.DC10064%26site%3dehost-live%26scope%3dsite

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Library:

Lofton, J. (2015). Blogging with Students: A Vehicle for Writing, Digital Citizenship, and More. School Librarian’s Workshop, 35(5), 13-15. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dllf%26AN%3d103585593%26site%3dehost-live%26scope%3dsite
Oxley, C. (2011). Digital citizenship: developing an ethical and responsible online culture. Access (10300155), 25(3), 5-9. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dlxh%26AN%3d65543466%26site%3dehost-live%26scope%3dsite

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