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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.
A teacher and his students in a computer lab. Digital literacy is an individual's ability to find, evaluate, and communicate information using typing or digital media platforms.
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 ...
Also added another similar example for the DHS. MrZaius talk 18:58, 17 October 2007 (UTC) I would expect from such a page as Netiquette to provide an organized system of examples, or at least a formatted list or two. Providing examples via long sentences and the words "such as" do not educate the reader about the topic...
In the retail branch of commerce, the saying "the customer is always right" summarises the profit-orientation of good manners, between the buyer and the seller of goods and services: There are always two sides to the case, of course, and it is a credit to good manners that there is scarcely ever any friction in stores and shops of the first class.
Work etiquette is a code that governs the expectations of social behavior in a workplace.This code is put in place to "respect and protect time, people, and processes." [1] There is no universal agreement about a standard work etiquette, which may vary from one environment to another.
Examples of countries that have a low-contact culture include the United States, Canada, and Japan. [9] Individualist and collectivistic cultures have different social norms for display rules. Personal feelings and expressionism tend to have greater importance in individualistic cultures than collectivistic ones.
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."