Digital Citizenship
Across
- 2. time spent using a device
- 5. the trail of data you leave behind when using the internet, which includes both the information you actively share, like social media posts and emails, and the data passively collected, such as browsing history and cookies
- 7. using someone else's original work, including words, ideas, or creations, and presenting it as your own without proper acknowledgment
- 8. the ability to understand and share the feelings of another
- 10. unauthorized duplication, distribution, or use of copyrighted software
- 11. the practice of sending fraudulent communications that appear to come from a legitimate and reputable source, usually through email and text messaging
- 13. a set of moral principles or rules that guide behavior, helping individuals and societies determine what is right and wrong
- 16. the practice of protecting systems, networks, and programs from digital attacks, which are typically aimed at accessing, changing, or destroying sensitive information, disrupting normal business processes, or extorting money
- 17. a precise electronic scale or the healthy equilibrium between technology and real life
- 19. the virtual representation of an individual or entity in digital spaces, composed of information like usernames, profiles, and online activities
- 20. any data that relates to an identified or reasonably identifiable individual, whether directly or indirectly
- 21. technology that enables machines to perform tasks that typically require human intelligence, such as learning, problem-solving, reasoning, and decision-making
- 24. false information that is intended to mislead; deliberate misinformation
- 26. the process of converting data into a code to prevent unauthorized access, using mathematical algorithms and an encryption key to make information unreadable to anyone without the key
- 27. the exclusive legal right to reproduce, publish, and distribute an original work of authorship that has been fixed in a tangible form
- 28. the compulsive or poorly controlled use of technological products, such as smartphones, the internet, and video games, that leads to problems and distress in a person's life
Down
- 1. a process or set of rules to be followed in calculations or other problem-solving operations, especially by a computer
- 3. the conscious and intentional engagement with digital tools and devices, focusing on awareness of one's actions and the impact they have
- 4. a set of rules for respectful and appropriate behavior in online interactions
- 5. the ethical and mindful use of technology that considers the impact of online actions on oneself, others, and the planet
- 6. the legal principle that allows you to use a copyrighted work without permission for purposes like criticism, comment, news reporting, teaching, scholarship, or research
- 9. a person who uses technology responsibly and appropriately in social and civic activities
- 10. user-controlled options on digital platforms that determine how personal information is shared, viewed, and used
- 12. the use of digital technologies to harass, threaten, or embarrass someone
- 14. a person who sees or is present during an event but does not take part in it
- 15. Literacy, the ability to use printed and written information to function in society, achieve one's goals, and develop one's knowledge and potential
- 18. taking action to support others when you see someone being bullied, harassed, or discriminated against, instead of being a bystander who does nothing
- 22. an organization that provides free copyright licenses, offering creators a "some rights reserved" option that allows them to grant permissions for others to use their work under specific conditions, such as attribution or noncommercial use
- 23. overlays computer-generated images and digital information onto the user's view of the real world, creating an enhanced, interactive experience
- 25. false or inaccurate information