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WEB AWARENESS создатель Mind Map: WEB AWARENESS

1. Digital Citizenship

1.1. "Netiquitte"

1.1.1. Respect

1.1.1.1. Others

1.1.1.2. Yourself

1.1.1.3. Intellectual Property

1.1.2. Ethics

1.1.2.1. Copyright

1.1.2.1.1. Ownership

1.1.2.1.2. Fair Use

1.1.2.1.3. Morality

1.1.2.1.4. "Copy & Paste"

1.1.2.2. Trustworthiness

1.1.2.2.1. Unreliability

1.1.2.2.2. Credibility

1.1.2.2.3. Unedited

1.1.2.2.4. Accuracy

1.1.2.2.5. Current

1.1.2.2.6. Current

1.2. Media Literacy

1.2.1. Preparedness

1.2.2. Information Access

1.2.3. Rapidity

1.2.3.1. Change

1.3. Marketing

1.3.1. Strategies

1.3.2. Targets

1.3.2.1. Selling Goods

1.3.2.2. Child Oriented

1.3.3. Biases

1.3.3.1. Objectivity

2. Consequences/Problems

2.1. Privacy

2.1.1. Personal Information

2.1.1.1. Risky

2.1.1.1.1. Stolen Information

2.1.1.1.2. Lying

2.1.1.1.3. Email Scams

2.1.2. Control

2.1.2.1. Limitations

2.1.2.2. Permanent

2.2. Safety

2.2.1. Predators

2.2.2. Identity Theft

2.2.3. Environment

2.2.3.1. Instability

2.2.3.2. Filtering/Blocking

2.2.3.3. Supervision

2.3. Cyberbullying

2.3.1. Sexting

2.3.1.1. Exposure to Content

2.3.1.2. Pornography

2.3.2. Threats

2.3.3. Bullying Forums

2.3.3.1. Snap Chat

2.3.3.2. Facebook

2.3.3.3. Chat Rooms

2.3.3.4. Youtube Comments

2.4. Plagiarism

2.4.1. "Copy & Paste"

2.4.2. Pirated Software

2.4.2.1. Media Theft

2.4.2.2. Illegal

2.5. Responsibility

2.5.1. Ownership

2.5.2. Accountability

2.6. Technology

2.6.1. Distraction

2.6.2. Unreliable

2.6.2.1. Crashes

2.6.2.2. Viruses

2.6.2.3. Innaccessable

2.7. Professionalism

2.7.1. Informality

3. Classroom Integration

3.1. Educational Opportunities

3.1.1. Connectivity

3.1.1.1. Collaboration

3.1.1.2. Community Involvement

3.1.1.3. Globalization

3.1.2. Educational Games

3.1.2.1. Interactive

3.1.2.2. Engaging

3.1.2.3. Fun

3.1.3. Tutorials

3.1.4. Creates Competition

3.1.4.1. Job Training

3.1.4.1.1. Global Market

3.1.5. Safety Courses

3.2. Curriculum

3.2.1. Digital Lessons

3.2.1.1. Time Saving

3.2.1.2. Availability

3.2.1.3. Personal Pace

3.2.1.3.1. Differentiated Learning

3.2.1.4. Complexity

3.2.1.4.1. Accessable

3.2.1.4.2. Enrichment

3.3. Ease of Use

3.3.1. Functional

3.3.2. Fast

3.3.2.1. Instant Gratification