Small Talk | Peer Pressure | CBC Kids youtu.be/FGv6sx0gOcc
TEK The Modern Cave Boy youtu.be/gVAY5v60HSo
Make Digital Citizenship about the Do’s, not the Don’ts youtu.be/tZeNr1q5QTU
Access the reflection APP which provides an opportunity for teachers to reflect and respond to topic-specific prompts.
English Language Arts
Reading Standards for Literature
Key Ideas and Details
Integration of Knowledge and Ideas
Reading Standards for Informational Text
Key Ideas and Details
Craft and Structure
Integration of Knowledge and Ideas
Writing Standards
Research to Build and Present Writing
Speaking and Listening Standards
Comprehension and Collaboration
Presentation of Knowledge and Ideas
Social Studies Themes
Science, Technology, and Society.
Social studies programs should include experiences that provide for the study of relationships among science, technology, and society.
Global Connections.
Social studies programs should include experiences that provide for the study of global connections and interdependence.
Civic Ideals and Practices.
Social studies programs should include experiences that provide for the study of the ideals, principles, and practices of citizenship in a democratic republic.
Standard 2: Students will analyze the influence of family, peers, culture, media, technology, and other factors on health behaviors.
Standard 4: Students will demonstrate the ability to use interpersonal communication skills to enhance health and avoid or reduce health risks.
Standard 5: Students will demonstrate the ability to use decision-making skills to enhance health.
Standard 6: Students will demonstrate the ability to use goal-setting skills to enhance health.
Standard 8: Students will demonstrate the ability to advocate for personal, family, and community health.
Technology (ISTE)
1.1 Empowered Learner
Students leverage technology to take an active role in choosing, achieving, and demonstrating competency in their learning goals, informed by the learning sciences.
1.2 Digital Citizen
Students recognize the rights, responsibilities and opportunities of living, learning and working in an interconnected digital world, and they act and model in ways that are safe, legal and ethical.
1.3 Knowledge Constructor
Students critically curate a variety of resources using digital tools to construct knowledge, produce creative artifacts and make meaningful learning experiences for themselves and others.
1.4 Innovative Designer
Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.
1.5 Computational Thinker
Students develop and employ strategies for understanding and solving problems in ways that leverage the power of technological methods to develop and test solutions.
1.6 Creative Communicator
Students communicate clearly and express themselves creatively for a variety of purposes using the platforms, tools, styles, formats and digital media appropriate to their goals.
1.7 Global Collaborator
Students use digital tools to broaden their perspectives and enrich their learning by collaborating with others and working effectively in teams locally and globally.
NOTE:
Technology blesses our lives, but it also complicates our lives. In this lesson, we will be reviewing the different roles that we each play as consumers, creators, and citizens in the context of technology. One area of emphasis in the lesson is to talk about technology consumer concerns, which fall into technology traps of discernment, distractions, and dangers.
A technological device is any computer, cellular phone, smartphone, digital camera, video camera, audio recording device, or other electronic device that can be used for creating, storing, or transmitting information in the form of electronic data.
Being responsible means being dependable, keeping promises, and honoring our commitments. A person who is responsible accepts the results of the decisions they make. People who are responsible don’t make excuses for their actions or blame others when things go wrong. Being dependable means that you will do what you say you will do. It means people can count on you and rely on you.
Trust is about having confidence in someone or something. When you are responsible and dependable, you build trust with others and with yourself. You learn that you can rely on the promises and commitments you make. Building trust with others is a process; it does not automatically happen. When others see us keeping our commitments and consistently making positive choices, they start to believe in us or trust us.
Integrity is the quality of being honest and having strong moral principles; moral uprightness. Honesty is the quality of being truthful.
technological device, discernment
ACTIVITY 1 (20 minutes): TECHNOLOGY GRAFFITI
Technology blesses our lives, but it also complicates our lives. In this lesson, we will be reviewing the different roles that we each play as consumers, creators, and citizens in the context of technology. In addition to reviewing the challenges, students will be encouraged to create positive solutions in each of these roles.
Have a class discussion:
Using a graffiti discussion strategy, have 3 chart papers hanging around the room. Give each student a black marker and invite them to rotate through the chart posters and write down ideas that come to mind about each of the prompts.
Chart Paper 1: Negative effects and concerns about technology use
Chart Paper 2: Rules and policies regarding technology at school
Chart Paper 3: Rules and policies regarding technology at home
The chart papers will be used throughout the activities as a way to access students’ prior knowledge as well as to add New knowledge.
ACTIVITY 2 (20 minutes): DIGITAL DANGERS
One of the concerns often cited in the research and also from parents and teachers are the dangers that students can be exposed to when consuming digital media.
Introduce the phrase: Digital Dangers: Be alert and ready
Research from the American Academy of Child and Adolescent Psychiatry (AACAP) teaches us that children of all ages might be exposed to the following when using technology apps and websites:
If you were an adult trying to protect your own children or students, what systems would you put in place to be alert and ready?
You could bring in a guest speaker to share important information about these dangers with your class and community. You could invite the technology specialist from the school/district or a member of the admin team to review the technology policy of the school and explain the reasoning behind the different policies.
ACTIVITY 3 (30 minutes): POSITIVE PEER PRESSURE AND SELF-IMAGE
Another concern often expressed is online peer pressure and comparison.
Through a class discussion, have the students create a definition of peer pressure.
Divide students into 4 small groups and give them a few minutes to brainstorm ideas when peer pressure might be a positive event. Have groups present their ideas and discuss them as a whole class.
Self-image is “one’s view or concept of oneself. Self-image is a crucial aspect of an individual’s personality that can determine the success of relationships and a sense of general well-being,” according to APA Dictionary. Our self-image includes all areas of well-being and can be broken down into 3 elements:
Self-image can make us feel whole and happy when it is high; however, low self-image has been connected with feelings of depression. “When we feel bad about ourselves, it’s natural that our perception of ourselves can suffer.” (Courtney E. Ackerman, MA.) Luckily, practicing healthy self-image habits can help.
Watch the video, “Small Talk–Peer Pressure–CBC Kids,” by CBC Kids. Ask for a show of hands for those who have ever felt peer pressure. Then read the definitions for explicit and implicit peer pressure.
Part of our self-image considers what others think of us. Peer pressure is defined as “the influence exerted by a peer group on its individual members to fit in with or conform to the group’s norms and expectations.” (APA Dictionary) Peer pressure can be categorized as either implicit or explicit:
Have a discussion with students:
Have students get into small groups of 3–4 and brainstorm ways to use technology to encourage others to make healthy choices or value-based choices.
In those same groups, have students create posters as part of a “Cool Is…” positive peer pressure campaign. Students can hand-draw or digitally design posters to post around the school that encourage other kids to be truly “cool.” Encourage students to include important values (e.g., being helpful) in each of their examples, as well as strong pictures or visuals that support their messages. Posters should be relatable for their peers that will see them. Some ideas for groups that are struggling include:
ACTIVITY 4 (20 minutes): DIGITAL DISCERNMENT
Not all policies and plans can account for every digital situation. You might have strong rules in place at school and at home but you might visit a friend’s house where there are no rules and filters. How can you make choices about what you will do in those situations?
Look at the chart of positive values or traits together.
One way to think about this is to reflect on your own personal values and what your ideal technology use will look like.
You can ask yourself questions to see if your media choices align with your values:
Invite the class to brainstorm a few more sentences using the sentence frame and the values and traits chart: “What would a _______ person do if…”
Share the definition of discernment or the ability to judge well.
Digital discernment means to judge between right and wrong as well as to judge between if the information you are viewing is reliable and trustworthy.
We can use digital discernment to decide if an app or website aligns with our personal technology plan. Divide the class into groups of 3–4 students. Invite the students to think of a technology scenario in which they will need to discern in the moment as to what is right and wrong. Invite each group to come up with 2–3 solutions and phrases they can use when saying no to technology.
Invite the groups to share. An extension to this activity would be to invite groups to create posters or technology presentations to share with younger students that helps them discern and say no.
ACTIVITY 5 (25 minutes): SOURCE RATING GUIDE
We can use our critical thinking skills to help us discern and judge if the sources of technology we are viewing are right or wrong as well as reliable and trustworthy. When we critically think about a source, we ask ourselves the following questions:
Review the infographic about the sites most visited by teens.
Divide the class into 10 groups and assign each group an app from the image to discuss. Have each group critically think about the source and give it a discernment rating. Remember, digital discernment means to judge between right and wrong as well as to judge between if the information you are viewing is reliable and trustworthy.
How can using a discernment rating about the various apps and sources you view help you make informed decisions?
Invite students to create a source rating guide (much like a TV/movie rating guide) for other students.
Invite students to work with parents to create a technology plan that addresses technology use at home and elsewhere.
Encourage them to include some personal values in the plan.
ACTIVITY 6 (20 minutes): CHOICES & CONSEQUENCES
Invite students to think about the rules they are asked to keep at home and at school regarding technology. Have a discussion. Make a list on the board. Divide the class into groups of 3–4 students and divide out the rules among the groups. Invite each group to answer the following questions:
Divide the class into groups of 3 or 4. Remind students that consequences come as a result of choices. If we think about the consequences (both good and bad), it can help us make better choices. Thinking about short-term and long-term consequences can also help us make better choices. As a group, discuss the following choices addressing the questions asked.
“Should I visit this site/app?”
“Should I post this information?”
“Should I respond to this post?”
Once groups have discussed all 3 questions, have each group share their ideas with the class.
Finally, invite students to write their own “report card” in which they grade themselves based on how well they are following through on their responsibilities and making positive/healthy choices with technology. Have students add comments that defend the grade.
Extension: As a class project, have students design a digital brochure detailing safety issues and procedures regarding common technology scenarios and behaviors. Share the brochures with younger students in your area. Set up a time to go and visit with select classes at the junior high or middle school and invite high school students to share what they have learned and what they wish they would have known back in those grades.
ACTIVITY 7 (25 minutes): DIGITAL DISTRACTIONS
Review the infographic again and have students estimate how much of their personal time is spent on the various social media apps. Then have students respond to the journal prompt questions.
Modern technologies can be wonderful tools, but they can also be great for wasting time. It is important that we balance our online media time with our other needs and interests.
Invite students to read the article, “Too Much of a Good Thing: The Impact of Technology on Teens’ Mental Wellness,” by Clarity Child Guidance Center. (digital link) This article summarizes the effects of too much technology into 4 main categories:
Have a discussion:
Many researchers have found that too much screen time has negative effects on our health. According to the American Academy of Child & Adolescent Psychiatry, too much screen time may lead to:
Strengthening our well-being includes controlling the content that enters into our mind so we can better facilitate our overall health and happiness.
Introduce students to the phrase: Digital Distractions: Keep your focus and know your purpose.
ACTIVITY 8 (ongoing): SCREEN-FREE TIME
Read the book, “TEK: The Modern Cave Boy” by Patrick McDonnell. Ask students to turn to a neighbor and discuss the theme or moral of the story. Share a few answers with the class.
Have a discussion:
Pass out the Technology and Well-Being handout. Read the following quotes and invite students to fill in the chart with ways that screens and media can impact each area of their well-being. Some areas may not be covered in-depth, so you can fill those sections in using inferences or ideas.
Extension: Invite class members to complete a week-long screen-free challenge. Rather than focusing on all of the “dos” and “don’ts,” emphasize and celebrate all of the new things that students can try. Pass out the Scree-Free Week Challenge handout to each student. Invite them to look over the chart at the bottom and have a discussion about more screen-free activities that they might like to do. Have students write down the activities that they do every day and bring back the handout at the end of the challenge. You can provide a small treat/prize for students who bring back their completed papers. Keep this activity positive and encouraging and make sure to share some personal experiences, as well.
ACTIVITY 9 (20 minutes): CONSCIENTIOUS CITIZENS
Watch the video, “Make Digital Citizenship about the Do’s, not the Don’ts,” by ISTE. Review the 5 Competencies of Digital Citizenship:
Have a discussion:
Invite students to journal for 5 minutes on the following prompt:
After the journal, have students discuss with a partner how social media both contributes to and hinders their values and the way they want to go about their world/lives. Call on a few students to share their thoughts.
After the class discussion, invite students to think about how to be more conscientious of the influence that social media has. Ask them to spend 10–15 minutes thinking of ways to be more intentional with social media and to better align their values and actions. They can pick from the following ideas or come up with their own:
Have students monitor their social media use for a week, after making the changes/goals in the activity presented earlier. Hold a class discussion on how it has changed their mindset, interactions, and view of themselves and others.
ACTIVITY 10 (45 minutes): CREATORS, CONSTRUCTORS OF KNOWLEDGE
The English Language Arts standards encourage students to use technology, including the internet, to produce, publish, and update individual or shared writing products, taking advantage of technology’s capacity to link to other information and to display information flexibly and dynamically.
ISTE. The International Society for Technology in Education advocates the following ways that students could use technology as constructors of knowledge:
1.3 Knowledge Constructor
Students critically curate a variety of resources using digital tools to construct knowledge, produce creative artifacts and make meaningful learning experiences for themselves and others.
1.4 Innovative Designer
Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.
1.5 Computational Thinker
Students develop and employ strategies for understanding and solving problems in ways that leverage the power of technological methods to develop and test solutions.
1.6 Creative Communicator
Students communicate clearly and express themselves creatively for a variety of purposes using the platforms, tools, styles, formats and digital media appropriate to their goals.
1.7 Global Collaborator
Students use digital tools to broaden their perspectives and enrich their learning by collaborating with others and working effectively in teams locally and globally.
Invite students to make a list of current general problems in the community, nation, or globally. An alternative activity is to invite students to review the article, “Ten Big Global Challenges Technology Could Solve,” by Industry Wired.
Divide students into 5 groups and choose an area that they want to use technology to create, solve a problem, or connect with others. Invite students to analyze the following:
Invite students to work together in groups to research the problem and possible technology-based solutions.
Have a group discussion.
Activity 11 (20 minutes): WRITTEN COMMUNICATION
Create a class definition for good written communication. Then discuss how, even though written communication is straightforward, misunderstanding could result from a simple difference between a comma or a hyphen. For example, the sentence “Most of the time, travelers worry about their luggage” is completely changed without the comma. (“Most of the time travelers worry about their luggage.”) Continue to discuss the following prompts:
As consumers of technology
As creators of technology
As citizens using technology
Scaffolded/Extension Activity:
If your students need more opportunities to explore reliable and trustworthy sources, the following activities would be appropriate.
EVALUATE SOURCES
Play the simple game, “Which is better?”
Divide students into teams. Have them stand or sit in rows. For each question, send one student from each team up to the front. All 4 participants stand in a line and must either ring a bell/buzzer or raise their hand the fastest to answer the question first. If the first team gets the answer correct, they score a point. Make sure to discuss the answer before moving on. (Some questions include answers that, with a reasonable argument, may include both “correct” answers. It all depends on the argument and reasoning used by the teams. Award team points liberally, celebrating the critical thinking going on.)
If the first team to raise their hand or ring gets the answer incorrect (and does not provide a satisfactory argument), recycle the question until later in the game to give the other teams a fair chance. The team with the most points wins.
Quiz Questions:
Read about the different types of website domains. As you read, have students think about which is most trustworthy and how they can tell.
Have a discussion:
*Untangling Teens & Tech, Better Screen Time, Digital Dangers, Digital Distractions, and Digital Discernment are trademarks owned by Better Screen Time, LLC and are used here with the owner’s permission. The framework of this Extension Lesson is based upon Better Screen Time, LLC’s course Untangling Teens &Tech, available for purchase from Better Screen Time at https://betterscreentime.teachable.com/p/untangling-teens-and-tech