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Digital literacy and digital access have become increasingly important competitive differentiators for individuals using the internet. [41] In the article "The Great Class Wedge and the Internet's Hidden Costs", Jen Schradie discusses how social class can affect digital literacy. [19] This creates a digital divide.
Some rules of netiquette compiled into an emoji-like visual representation. Etiquette in technology, colloquially referred to as netiquette, is a term used to refer to the unofficial code of policies that encourage good behavior on the Internet which is used to regulate respect and polite behavior on social media platforms, online chatting sites, web forums, and other online engagement websites.
The Good Behavior Game (GBG) is a "classroom-level approach to behavior management" [26] that was originally used in 1969 by Barrish, Saunders, and Wolf. The Game entails the class earning access to a reward or losing a reward, given that all members of the class engage in some type of behavior (or did not exceed a certain amount of undesired ...
[9] [10] Examples of signature pedagogies include medical residents making rounds in hospitals or pre-service teachers doing a classroom-based practicum as part of their teacher training. The notion of signature pedagogies has expanded in recent years, as scholars have examined their use in e-learning, [ 11 ] [ 12 ] for example.
I removed the lines about Neal Patterson, since they don't seem particularly relevant to netiquette. Netiquette is usually concerned with the social conventions of good behaviour over online communication systems; civility in emails might qualify, but the Patterson story isn't so much about him being uncivil as much as his emails being leaked.
The Book of the Courtier (1528), by Baldassare Castiglione, identified the manners and the morals required by socially ambitious men and women for success in a royal court of the Italian Renaissance (14th–17th c.); as an etiquette text, The Courtier was an influential courtesy book in 16th-century Europe.
The Ten Commandments of Computer Ethics were created in 1992 by the Washington, D.C.–based Computer Ethics Institute. [1] The commandments were introduced in the paper "In Pursuit of a 'Ten Commandments' for Computer Ethics" by Ramon C. Barquin as a means to create "a set of standards to guide and instruct people in the ethical use of computers."
Hands are shown typing on a backlit keyboard to communicate with a computer. Cyberethics is "a branch of ethics concerned with behavior in an online environment". [1] In another definition, it is the "exploration of the entire range of ethical and moral issues that arise in cyberspace" while cyberspace is understood to be "the electronic worlds made visible by the Internet."