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TOPIC: Digital Citizenship UNIT: Digital Health and Wellness

Stage 1 - Desired Results


ESTABLISHED GOALS Students will be aware of physical and psychological issues related to technology and practice safe and responsible use of technology Source: International Society for Technology in Education NETS for Students Standards Transfer Students will be able to independently use their learning to Apply sound ergonomic practices in their use of digital media Practice appropriate use of digital media by setting proper boundaries Meaning UNDERSTANDINGS ESSENTIAL QUESTIONS Students will understand that the Why is it important to be aware of inappropriate use of technology physical and psychological issues can have adverse physical and associated with technology usage? psychological impacts. What are some societal and psychological dangers of using technology excessively? Why might a person become addicted to the Internet? Acquisition Students will know Students will be able to The definition of key terms Identify proper ergonomic practices related to the unit (ergonomics, Set proper boundaries for digital citizen, carpal tunnel, technology usage mobile device, digital media, eyestrain, addiction)

Stage 2 - Evidence
Assessment Evidence PERFORMANCE TASK(S): Keep an activity log and record the amount of time spent on various activities (Internet surfing, gaming, texting, etc.) for a week. Create a chart that compares the time spent on each activity. Share your chart and discuss the results with your classmates on the discussion board. OTHER EVIDENCE: Are you an addict? Internet Addiction Survey (for self-reflection) Unit Quiz o Appropriate Technology Use Scenarios o Vocabulary

Stage 3 - Learning Plan


Summary of Key Learning Events and Instruction Students with view Digital Health and Wellness Presentation Students will view YouTube Video: Laptop Ergonomics Pose Essential Question 1: Why is it is important to be aware of physical and psychological issues associated with technology usage? Students will complete Internet Addiction Survey Pose Essential Question 2: What are some societal and psychological dangers of using technology excessively? Pose Essential Question 3: Why might a person become addicted to the Internet? Students will complete Unit Quiz Introduce Performance Task Evaluate Performance Task after due date and provide feedback

Learner Analysis The Digital Health and Wellness Unit is designed for Boys and Girls Club Members in grades 8 12 who participate in computer instruction activities afterschool, Monday Friday. The Boys and Girls Club encourages healthy lifestyles, and Internet Safety is one element of overall health and well-being. Demographics of the youth served by the Boys and Girls Club 5% are 5 years old and under 46% are 6-10 years old 20% are 11-12 years old 19% are 13-15 years old 10% are 16 and older 55% are male 45% are female

Ethnicity of youth served Caucasian 31% African-American 29% Hispanic/Latino 23% Multi-racial 5% Asian-American 3% American Indian or Alaska Native 3%

Learners are aware of Internet safety concerns, but are not likely to know the importance of proper ergonomics and the physical impact that can be caused by prolonged technology use. Inappropriate Internet content is blocked, and the machines at the Boys and Girls Club have proper filters. The participants are under constant supervision, as to avoid concerns with profane content and cyberbullying. However, upon observation of one of the clubs, it was discovered that ergonomic seating adjustable to an individuals size was not available.

The students are likely to have a positive attitude toward the content and delivery. It is believed that the topic will interest them because the content will be delivered in a way that would appeal to the targeted age group. It is reasonable to expect that the students possess the ability to learn the concepts presented in this unit. Students will have access to an online learning module that they can review at their own pace. The students have a positive attitude regarding the Boys and Girls Club. Many students come to the club to socialize with peers, get tutoring, and participate in extracurricular activities, such as sports, arts and crafts and video game development.

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