Academic journal article Delta Kappa Gamma Bulletin

Using Emerging Digital Technologies and Traditional Resources to Promote Cybersecurity: An Annotated Bibliography

Academic journal article Delta Kappa Gamma Bulletin

Using Emerging Digital Technologies and Traditional Resources to Promote Cybersecurity: An Annotated Bibliography

Article excerpt

Resources are available in emerging digital technologies as well as in traditional formats to promote Cybersecurity and impede the chronic issue of cyberbullying. This article addresses the problem of cyberbullying, proposes remedies for the problem, and provides an overview of selected resources to help promote Cybersecurity. Definitions of terms used in the discussion and an annotated listing of resources follow. All the resources listed in the bibliography are recommended for the uses and audiences specified. A conclusion and a listing of other references cited in the article are also included.

Statement of the Problem

Cybersecurity is a growing problem with serious consequences for students. News reports tell of students in public schools beingbullied to the degree that the children are considering or undertaking suicide (Green, 201Oa & b). Children being bullied by other children is a problem in the classroom, on the school playground, and in Cyberspace. Bullying in Cyberspace is termed cyberbullying and is defined as "..bullying through e-mail, instant messaging, and other technology-mediated forms" (Greenhow, 2010, p. 24).

Mental health professionals are concerned about the impact of cyberbullying on children, and teachers are sometimes at a loss about how to combat this growing problem and create a safe educational environment for their students (Green, 201Ob)* We cannot keep students safe from cyberbullying simply by preventing them from entering these emerging technological environments, because students need to experience and learn how to use digital technologies» As Mardis (2008) and the American Association of School Librarians (AASL) (2007) contended, students' capacity to use emerging digital resources is essential for the students' future success*

Proposed Remedies for the Problem

The information in the following selected listing of resources, therefore, may provide helpful remedies to facilitate the safe use of digital technology by students* The resources give examples of how bullying occurs in Cyberspace and how teachers, parents, and educational leaders can help curtail cyberbullying by alerting all students to recognize cyberbullying, engaging the entire student body to report such abuse, and developing appropriate policies, procedures, and documents to empower the victims* Considerations for postsecondary professors who are educating preservice teachers in modeling ethical use of emerging digital technologies to help curb cyberbullying are also included in the resources.

An Overview of Selected Resources

The following list of resources was selected to include a variety of formats and innovations in the field* The formats of the selected resources are diverse and cover research published in peerreviewed journals, a book written by instructional technology experts, pamphlets on standards created by government officials, videos embedded in websites with content under advisement by a broad team of educators, wikis created by graduate and middle school students, as well as workshops, a poster, and a contract developed by experts in the field for responsible technology use by children and their families* Emerging technology formats such as Second Life virtual realities, nings, and interactive white board technologies are modeled and recommended for instruction and research on cybersecurity.

Definitions of Terms

* Cybersecurity, for the purposes of this article, is defined as keeping children from harm when using online environments.

* Digital citizenship is a concept that Bailey and Ribble (2007) defined as reinforcing "... the notion of an informed and participatory citizenry whose online behaviors uphold standards for legal, ethical, safe, responsible, and respectful uses of technology" (Greenhow, 2010, p. 24).

* Second Life is a Web 2.0 virtual-life technology* Many educational applications of this technology exist (Kemp & Haycock, 2008; Porter, 2010), such as creating virtual economies where students can create their own alter egos called avatars. …

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