A new high school basketball coach in the movie Hoosiers had his team practice in an unusual way that the team was not used doing. He had his team do many different defensive, ball-handling, and agility drills before the team started asking when they were going start scrimmaging and shooting the ball. The coach then replied, “There’s more to the game than shooting! There’s fundamentals and defense.” Well the same remark perfectly relates into incorporating technology devices into the classroom. Before you can take a shot or use iPods, iPhones, or iPads, you must first understand the fundamantals.
http://www.edutopia.org/blog/social-digital-media-citizenship

Digital Netiquette – Electronic standards of conduct or procedure. Often rules and regulations are made or the technology is restricted or stopped for inappropriate use. People often see this section as one of the most pressing problems when dealing with “digital citizenship.” An example could be in school.

Netiquette – Netiquette, or net etiquette, refers to etiquette on the Internet. Good netiquette involves respecting others' privacy and not doing anything online that will annoy or frustrate other people. Three areas where good netiquette is highly stressed are e-mail, online chat, and newsgroups. For example, people that spam other users with unwanted e-mails or flood them with messages have very bad netiquette.

A digital citizen commonly refers to a person utilizing
information technology
navigating the digital world safely, responsibly, and ethically.
Netiquette is the correct or acceptable way of communicating on the internet

Digital Citizenship: Collections of untold rights and obligations someone has whenever they post information onto the internet. It is also the rules of being a good citizen online and not bullying others or bashing their work.
Netiquette- The way you act and present yourself and others affiliated with you online.

Netiquette: - concept which helps teachers, technology leaders, and parents to understand what students/children/technology users should know to use technology appropriately.
- it prepares students/tech users for a society full of technology.
- Norms of appropriate, responsible technology (AKA: digital wellness or digital ethics.)
- Social code of network communication

Digital Citizenship- How you present yourself and how you communicate with others online.

-- there are 9 Themes:
1. Digital Access
2. Digital Commerce
3. Digital Communication
4. Digital Literacy
5. Digital Etiquette
6. Digital Law
7. Digital Rights & Responsibilities
8. Digital Health & Wellness
9. Digital Security

-There are good ways and bad ways to use technology and digital citizenship tells people to use protective ways so you and your friends stay safe. Some bad ways are cyber bullying and posting mean things about people on the internet.

-Netiquette is the way you act and present yourself on the internet and social media sites. http://www.edutopia.org/cyberbullying-internet-digital-citizenship-resources

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photo by Elizabeth/Table4Five


Netiquette and digital citizenship is defined as the appropriate and
responsible use of technology.

This man will better describe what exactly netiquette and digital
citizenship He tries to better explain it.



<http://www.youtube.com/watch?v=w1HTXq-71S8>


AlexH edit
In the following space, embed a photo of you, your handshake video, a 3-4 sentence description of your NetGenEd Team topic. Find a website from the 2013 Horizon Report on your topic and include a direct quotation. Insert a reference widget and bibliography citation. (delete the instructions after you are finished).
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"ThingLink helps you create and discover rich images."[1]

  1. "What Is ThingLink?" Thinglink. N.p., 2011. Web. 04 Mar. 2013.



AnthonyL edit
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My NetGenEd topic is 3D printing. The 3D printer is a huge step in technology because this printer takes a digital prototype and makes a real prototype out of a certain powder or material the printer uses. Engineers, mechanics, and others have started to use this device to replicate moving parts in project and in cars and to make more efficient parts. Prototypes used to be carefully thought out and tested because of resources.But now the 3D printer uses a powder to create the prototypes so this speeds up the process of trial and error.

"Scientists at Heriot-Watt University are working towards creating the world’s first artificial human livers for drug testing to drastically cut the number of live animals used and **get life-saving medicines into theclinic faster." [1]
  1. **
    Heriot Watt University. "Heriot-Watt Scientists Hail Artificial Liver." Knowledge Transfer. Heriot Watt University, 12 Nov. 2012. Web. 06 Mar. 2013. <http://knowledgetransfer.hw.ac.uk/2012/11/12/heriot-watt-scientists-hail-artificial-liver-breakthrough-an-end-to-animal-testing/>.



BreeD edit
In the following space, your handshake video, a 3-4 sentence description of your NetGenEd Team topic. Find a website from the 2013 Horizon Report on your topic and include a direct quotation. Insert a reference widget and bibliography citation. (delete the instructions after you are finished).

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Wearable technology is growing very rapidly in the past decade. Wearable technology ranges from prosthetic body parts to clothing you wear and accessories. A few examples would be the prosthetic dolphin tale they made and used to help the dolphin Winter to the dresses the stars wear on the red carpet that show the tweets of fans. "Our research indicates that all six of these technologies are already having a clear and immediate impact on practices in higher education, and this report aims to document that in a simple and compelling fashion."



ChrisO edit
In the following space, embed a photo of you, your handshake video, a 3-4 sentence description of your NetGenEd Team topic. Find a website from the 2013 Horizon Report on your topic and include a direct quotation. Insert a reference widget and bibliography citation. (delete the instructions after you are finished).

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For my NetGenEd topic I am doing learning analytics and am the assistant manager for the entire topic. Basically learning analytics is trying to use data to simply figure out what you best product is in marketing terms. In education it can show you how much effort is being put in to something online for an assignment. It is a simpler way to do things in an online setting and a collaborative way.


Learning analyticsis an emergent field of research that aspires to use data analyse is to inform decisions made on every tier of the educational system



GraceE edit
In the following space, embed a photo of you, your handshake video, a 3-4 sentence description of your NetGenEd Team topic. Find a website from the 2013 Horizon Report on your topic and include a direct quotation. Insert a reference widget and bibliography citation. (delete the instructions after you are finished).
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My NetGenEd team topic is Games and Gamification for integrity. Integrity can be used in games and gamification by being honest with the people you play with online.



JTP edit
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My NetGenEd topic is integrity in MOOCS. "MOOCs are increasingly seen as a very intriguing alternative to credit-based instruction." As MOOCs become more popular, there are more questions raised about how cheating is prevented and how MOOCs are organised.

Horizon Report. Austin, TX: New Media Corsortium, 2013.



LeahL edit
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'
"Games and game-like elements have begun to invade the real world. Gamification, defined as the use of game
mechanics, dynamics, and frameworks to promote desired behaviors."[1] The Net generation likes to have the freedom to use technology the way they want to. Freedom is practically a necessity to the net generation in what games they can play.
  1. Lee, Joey J. "Gamification in Education: What, How, Why Bother?" Weblog post. N.p., n.d. Web. 04 Mar. 2013.



MikeC edit
In the following space, embed a photo of you, your handshake video, a 3-4 sentence description of your NetGenEd Team topic. Find a website from the 2013 Horizon Report on your topic and include a direct quotation. Insert a reference widget and bibliography citation. (delete the instructions after you are finished).

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My NetGenEd Team topic is 3D-Printing and Innovation. Basically 3D-Printing is a process where a three-dimensional object is created by laying down successive layers of material in different shapes. It is considered distinct from traditional machining techniques, and the 3D-Printer performs its processes using digital technology. This could help education with classes such as art and engineering because it could give you a better view and idea on the architecture sooner. It helps students actually see their sketches and blue prints come to life.

"In actuality, a 3D Printer goes beyond an image on paper and brings the object to life in real 3D."

Parker, Nancy. "7 Educational Uses for 3D Printing." Getting Smart. Getting Smart and Tom Vander Ark, 14 Nov. 2012. Web. 06 Mar. 2013. <http://gettingsmart.com/cms/blog/2012/11/7-educational-uses-for-3d-printing/>.



MorganM edit
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My topic is Tablet computing and entertainment. Tablet computing can be used for entertainment, because they can use the apps for fun. And also exploring what all the tablet offers is also entertainment.

"Making the most of your device in everyday life." [1]
  1. "Using Your TabletMaking the Most of Your Device in Everyday Life." Tablets for Families and Entertainment on the Go. N.p., n.d. Web. 04 Mar. 2013.



ReillyT edit
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My NetGenEd Team topic is wearable technology. Customization is a big part of this because you can customize what you wear with your technology. You can customize these products to fit your style and looks. "Dresses can mix cocktails, change color, and lead a glamorous life of their own. 'TECHNOSENSUAL. where fashion meets technology' proves that intelligent fashion has long gone beyond being a vision of the future."[1]
  1. "TECHNOSENSUAL | JUNE 14 2012." TECHNOSENSUAL | JUNE 14 2012. N.p., 14 June 2012. Web. 04 Mar. 2013.



TaylorK edit
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My netgen topic is scrutiny with MOOCS.
In the following space, your handshake video, a 3-4 sentence description of your NetGenEd Team topic. Find a website from the 2013 Horizon Report on your topic and include a direct quotation. Insert a reference widget and bibliography citation. (delete the instructions after you are finished).



TonyV edit
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"Anything that can help us get one-up on life is certainly appealing. [1]
My NetGedEd topic is tablet computing with collaboration. With technology on the rise and always advancing, tablet computing benefits tremendously. Especially since tablets are an easy, portable way to access the internet and have as a guideline for you. We can use tablets as a way to collaborate with one another and to access information a lot more faster.
  1. Sawers, Paul. "35 of the Best Productivity and Lifehack Apps of 2012." TNW Network All Stories RSS. N.p., 20 Dec. 2012. Web. 05 Mar. 2013. <http://thenextweb.com/apps/2012/12/20/35-best-productivity-apps-of-2012/>.



WalkerM edit
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Tablets are on the rise in education, bringing all of today's newest technology into one convenient and customization device. New innovative apps are coming out on the app store everyday. These apps help create a personalized learning environment for the user. [1]
  1. Sawers, Paul. "35 of the Best Productivity and Lifehack Apps of 2012." TNW Network All Stories RSS. N.p., 20 Dec. 2012. Web. 04 Mar. 2013. <http://thenextweb.com/apps/2012/12/20/35-best-productivity-apps-of-2012/>.



ZachC edit
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"When we started building the platform behind the Khan Academy, one of the first things we did was bring in the concept of badges and other game mechanics. The reaction has always been interesting. Most people applaud the effort to make learning engaging and rewarding to young users. Others fear it can lead to perverse incentives or can detract from real learning objectives. As with most things, the issue is not nearly that black and white and is far more nuanced."[1]


  1. Sinha, Shantanu. "Motivating Students and the Gamification of Learning." The Huffington Post. TheHuffingtonPost.com, 14 Feb. 2012. Web. 04 Mar. 2013. <http://www.huffingtonpost.com/shantanu-sinha/motivating-students-and-t_b_1275441.html>.