Digital Citizenship
Conventional Learning Resources
Common Malware Types
Project-Based Learning
DALE'S Cone of Experience
100

It refers selling and buying things online and the necessity to tackle safety issues while using money in the digital world.

Digital Commerce

100

It is fun way to build an exciting scene space in a small space, and it is created of layers of materials.

Diorama 

100

Is a type of malware that functions by spying on user activity without their knowledge.

Spyware
100

Project work is focused by an open-ended question that students understand and find intriguing, which captures their task or frames their exploration.

Driving question

100

It is used at all levels of the Cone in varying importance, it involves visual symbols and verbal symbols.

Symbolic Experience

200

Involves the ability to connect with others or access information using technology.

Digital Literacy

200

This is a table that contains objects and/or scenes related to the current season, or upcoming festival or a symbol of an ecosystem.

Nature Table

200

Is a form of malware that is capable of copying itself and spreading to other computers.

Virus

200

Students present their work to other people, beyond their classmates and teacher.

Public Audience

200

These are as if situation where in students can participate in a reconstructed experience such as role-playing or simulations to gain insights or practice skills.

Dramatized Experiences

300

The ability to connect with others or access information using technology.

Digital Access

300

It is a large tablet or a pad of paper, usually on a tripod or stand.

Flip Chart

300

Is a form of malware that essentially holds a computer system captive while demanding a ransom.

Ransomware

300

The project includes processes for students to give and receive feedback on the quality of their work, leading them to make revisions or conduct further inquiry.

Critique and Revision

300

It provides visual representation of concepts or ideas enable learners to process real-life processes or events through on screen  recordings to convey of information

Motion Picture

400

The basic rules of conduct users of technology should follow in order to be responsible citizens online.

Digital Etiquette

400

It is a multi-board series of three or four rectangular boards. They are joined together along the sides by hinges so that they can be easily folded up and carried.

Zigzag Board

400

Is a type of malicious software designed to remotely access or control a computer without being detected by users or security program.

Rootkit

400

Students see the need to gain knowledge, understand concepts, and apply skills in order to answer the Driving Question and create project products, beginning with an Entry Event that generates interest and curiosity.

Need to Know

400

It is under the iconic experience that offer the sights and sounds of real-world settings such as watching people do things in a situation or emerge yourself in the environment.

Field/ Study Trips

500

This element or digital citizenship involves teaching students how to protect their psychological and physical well- being while using the Internet.

Digital Health and Wellness

500

The main advantage of using real objects into the classroom is to make the learning experience more memorable for the learner.

Realia

500

Is a type of malware that disguises itself as a normal file or program to trick users into downloading and installing malware.

Trojan Horse

500

Students are allowed to make some choices about the products to be created, how they work, and how they use their time, guided by the teacher and depending on age level and PBL experience.

Voice and Choice

500

These are true/ real picture and can often be understood by those who cannot read, it could include photos, podcasts or audio files.

Recording, Radio and still Pictures