It is treating other internet users with respect and avoiding inappropriate behavior.
Digital Etiquette
the exclusive legal right, given to an originator or an assignee to print, publish, perform, film, or record literary, artistic, or musical material, and to authorize others to do the same.
Copyright
the ability to creatively and rapidly solve problems by clearly defining the issue, developing a solution, implementing it, and then evaluating the process and outcome.
Solution Fluency
a software that is specifically designed to disrupt, damage, or gain unauthorized access to a computer system.
Malware
a learning model proposed by Edgar Dale that visually represents different types of learning experiences, ranging from direct, hands-on experiences at the bottom of the cone to more abstract experiences like verbal symbols at the top.
Dale's Cones of Experience
The ability to connect with others or access information using technology
Digital Access
a work based upon one or more preexisting works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which a work may be recast, transformed, or adapted.
Derivative Works
the ability to critically think while engaging with, creating, and utilizing information and technology regardless of format or platform.
Information Fluency
Computer Virus
a model that helps educators understand how technology, pedagogy (teaching methods), and content knowledge (what's being taught) interact to create effective teaching and learning experiences.
The ability to learn how to use technology and access information online
Digital Literacy
One of the functions of this is to resolve disputes on public performance and communication to the public.
Bureau of Copyright
the ability to generate a large quantity of ideas, concepts, or solutions to a problem.
Creativity Fluency
the act of gaining unauthorized access to computer systems, networks, or data by exploiting vulnerabilities or weaknesses.
Hacking
a six-step instructional design process used to guide teachers in incorporating technology and multimedia effectively into their lessons.
ASSURE Model
Refer to the privileges that all students have while using the internet. It also involves a student’s duty to make sure that these rights remain available for everyone by treating other users fairly and respecting their privacy.
Digital Rights and Responsibilities
it is either private or public. Depending on the repertoire they represent, they can also be called Music Licensing Companies (MLCs), Mechanical Rights Organizations (MROs), Performers’ Collective Management Organizations (PMOs) or Reproduction Rights Organizations (RROs).
Collective Management Organizations
the ability to critically analyze and understand information presented through various media, as well as to create and communicate effectively using those same media.
Media Fluency
focuses on minimizing risks associated with technology use, including those related to physical health, ergonomics, and cyber safety.
Health and Safety in ICT
a hierarchical framework used to classify learning objectives based on the complexity of cognitive processes involved.
Bloom's Taxonomy
This element of digital citizenship involves teaching students how to protect their psychological and physical well-being while using the Internet.
Digital Health and Wellness
An Act Prescribing the Intellectual Property Code and Establishing the Intellectual Property Office, Providing for its Powers and Functions, and for Other Purposes
Republic Act No. 8293
the ability to work effectively and seamlessly with others, both in person and virtually, to achieve shared goals.
Collaboration Fluency
a crime where an attacker uses fraudulent means to obtain sensitive personal information online, like usernames, passwords, or credit card details, and then uses this information without permission to commit fraud or other crimes.
Online Identity Theft
a widely used, systematic instructional design framework for creating training programs and educational materials.
ADDIE Model