CYBER RISK & YOUTH EMPOWERMENT IN THE DIGITAL ERA - 2016 SINGAPORE - DQ Institute
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CONTENTS 02 The State of Cyber Risks on Youth Around the Globe 30 The Top 8 Empowerments of DQ Education 32 1: Safe and responsible attitudes and behaviors online 05 Summary of the 2016 Singapore DQ Pilot Study 32 2: Balanced screen time and self-control 33 3: Better understanding of online presence, 06 About The DQ Institute™ privacy, and data protection 33 4: Enhanced media and information literacies 10 Why Focus on 8-12 Year Olds? 34 5: Higher empathy and global citizenship 10 Forming Discernment and Identity 34 6: Active parental mediation and school intervention 11 The Start of Social Media Use 35 7: Improved social, emotional, and physical well-being 12 Increasing Ownership of Mobile Devices 35 8: Higher academic performance and 13 Exposure to Numerous Cyber Risks future opportunity 14 Lack of Parental Mediation 37 Our Program’s Impact on Schools 17 The Urgency of Digital Citizenship Education 18 8 Digital Citizenship Skills™ All Children Need 38 DQ Improvements, Visualized 20 Key Elements of a Successful DQ Education 21 The Goals of Comprehensive DQ Education 42 Implications for Governments 22 DQ World™ E-Learning Platform 43 Implications for Internet, Communications, Telecom, and Technology (ICTT) Companies 27 National Roll-Out Strategy in Singapore 44 Raise Your Nation’s DQ! 45 Our Partners and Sponsors 46 Our Students and Teachers 47 References 48 Acknowledgements 49 Methodology Digital Intelligence Quotient Impact 01
Digital Intelligence Quotient Impact 02 Our children begin their lives surrounded by digital media and technologies. Indeed, for 69% many children in today’s world, their digital >1 million of US teens age 13-17 regularly receive online experience starts as toddlers. Already more than 90% of 6-17 year olds access the internet US children become victims across Europe according to the OECD1, and more of identity theft each year 3 communication from than 50% of children have mobile phones by the strangers 4 age of 102. Moreover, this widespread and early digital usage can result in premature exposure to THE digital dangers such as online predators, violent 30% content, device addiction, pornography, and of European privacy invasion. children age 9-16 have “friended” strangers Most children are not given guidance on how to online 5 deal with these dangers. Arguably the biggest factor influencing the management and outcome In the US, of these risks is that children are becoming part 93% of the digital world before they are equipped S TAT E O F with the education, guidance, and understanding of boys and 62% of girls necessary to safely navigate it. were exposed to online pornography during their adolescence 6 CYBER 57% of US teens age 13-19 44% 23% of UK children age 11 – 19 have come across racist or have been asked to of US teenagers age hateful messages send a “sext” 7 13-17 self-report they online 9 do not get enough RISK S sleep because of digital device use 8
ON YOUTH 64% of US parents believe their kids are more likely to be bullied online than on a playground 10 90% AROUND of US teens age 12-17 on social media recurrently see cruelty online 11 30% 39% of parents in Singapore have of 11-16 year olds THE had their security in the UK say they compromised by are addicted to the their children 12 internet 14 37% 70% of children age 8-17 worldwide of children in Europe age 9-16 have social have had negative media profiles 15 experiences GLOBE online 13 35x more likely are children than adults 9% of Singaporean to be victims of children age 9-13 identity theft 16 have been identified as “pathological gamers” 17 Digital Intelligence Quotient Impact 03
Digital Intelligence Quotient Impact 04 Just as one needs to learn to be a safe driver before taking the wheel, children need DQ education before they can safely navigate the digital world.
SUMMARY OF THE 2016 SINGAPORE DQ PILOT STUDY The digital era is upon us, and we must The efficacy of DQ World™ in enhancing empower our children to be smart and children’s digital intelligence (DQ) and in raising responsible users of technology while their awareness of cyber-risks was assessed Impact of DQ on Children’s Risky Behaviours Online avoiding risky and harmful online activities. in the 2016 Singapore DQ Pilot Study (“Pilot In order to address this urgent need, the Study”). Based on data from 1,407 children age digital intelligence (DQ) educational initiative 8-12, the Pilot Study concluded that our online and research framework was established in education program improved children’s DQ score, collaboration with Nanyang Technological on average, from 93 to 106 – a 14% increase. University and infollutionZERO. Our cutting- Moreover, higher DQ levels had a significantly edge online education program, DQ World™, has positive impact on children’s awareness and gained support from the Inter-Ministry of Cyber development across several important areas: Wellness Steering Committee and Singtel of Singapore, and has also been recognized by two UNESCO international awards for its pioneering More details of our Pilot Study can be found in the efforts to promote youth digital citizenship. Methodology section Safe and Balanced Better Enhanced media responsible screen time understanding of and information attitudes and and self- online presence, literacies behaviors control privacy, and data online protection Improved social, Higher Higher academic Active parental emotional, and empathy and performance mediation physical well-being global citizenship and future and school DQ Score opportunity intervention Digital Intelligence Quotient Impact 05
Digital Intelligence Quotient Impact 06 ABOUT THE DQ INSTITUTE™ Empowering every individual with digital intelligence. Starting with children. The DQ Institute™ is an international think tank are frequently – and unknowingly – exposed to In order to address this need, we help nations Beyond IQ and EQ, that is committed to improving digital education, widespread cyber risks including online strangers, culture, and innovation by advancing ideas game addiction, cyber bullying, sexual and 1. implement a tested and proven comprehensive through cross-sector collaborations, global violent content, and victimization. We are only digital education solution for their public dialogue, and big data research, with the aim of just beginning to understand how these negative education system, and building a comprehensive digital ecosystem of experiences can detrimentally affect a child’s 2. build a holistic, healthy and secure digital skills enable children freedom, health, and security. development, mental health, and future potential. ecosystem connecting schools, families, to form healthy and communities, ICTT companies, as well resilient identities as At the DQ Institute™ we empower a digital The need to equip children with digital intelligence is as governments. digital citizens. community by setting the global standards of urgent. A child’s DQ consists of the social, emotional, digital intelligence (DQ) – knowledge, skills and cognitive abilities necessary to navigate the We are also setting the standard for digital and competencies required to create a healthy challenges and opportunities of their digital lives. citizenship by developing the Global DQ Index, an and prosperous digital culture and economy. These are the must-have competencies children objective standard to measure digital intelligence We define and assess research-based measures need to thrive in the digital era. and improve its acquisition across the world – across all aspects of digital intelligence. so that no child is left behind. Beyond IQ and EQ, DQ competencies enable Our goal is to empower all individuals and children to form healthy and resilient identities Technology offers great promises and great perils. organisations to equip themselves with the as digital citizens. With a solid DQ education, It is our duty as caretakers of the next generation abilities to harness and maximise the positive children can grow into independent critical to help ensure children navigate this landscape outcomes of digital media and technology, thinkers who are capable of discerning safely. We are committed to building a safe and while preventing and mitigating negative technological opportunities from dangers, secure digital ecosystem that will impart our consequences. Starting with children. accurate info from misleading stories, and children with the digital intelligence they need. beneficial media from that which is useless, As societies around the world grow rapidly inappropriate, and harmful. Furthermore, In so doing, we hope that all children will be hyper-connected with advances in digital media empowering our children is key to the sustainable empowered, able to leverage digital technology and technology, more and more children are growth of internet, communication, telecom, in smart and responsible ways so that they may left alone to navigate the harmful side effects of and technology (“ICTT”) companies, of realize their true potential in this rapidly changing negative online experiences. Children are using healthy media industries, and of capable and digital era. digital technology at increasingly young ages and engaged communities.
OUR PRINCIPLES 1. Data-driven 2. Value-focused 3. Forward Looking 4. Digital Education for 5. A Healthy and We believe in objective measures We believe that while technology We are dedicated to continuously Every Child Secure Digital of performance. The education may change, values are enduring. conducting high level research Every child, regardless of where Education Ecosystem framework and platform evolved In order to foster healthy, ethical to understand upcoming he or she lives in the world, We believe that digital education out of academic research on and confident behavior online, technologies and trends in order should have access to the digital should not be left strictly to childhood cyber wellness. The lessons must be rooted in basic to equip children with current and citizenship education that will schools. Rather, there is a need platform facilitates constant human values such as wisdom, future-ready intelligence. support his or her development to build a safe and secure digital data collection in order to both respect, integrity, resilience, self- and future success. Currently education eco-system of policies, refine the education provided control, courage and empathy. the access to digital education programs and tools fostered by and to identify areas and trends Whether online or off, children is not evenly distributed and governments, ICTT companies, for further academic and public need to understand that the there are disparities both within as well as families and educators. attention. The data is also used to Golden Rule still applies: “treat and across countries. We believe provide assessment to ensure that others as you want to be treated”. that as part of their basic right lessons are effective and that each to education, every child should child is meeting DQ standards. have the opportunity to learn the skills to leverage and master digital media in order to facilitate their own personal growth and the development of their communities and nation. Digital Intelligence Quotient Impact 07
Digital Intelligence Quotient Impact 08 OUR MISSION Our mission is to ensure every child acquires the technical, social, and mental skills they need to be informed and discerning users of digital media and good digital citizens. OUR PRIORITIES To ensure every child has access to digital To provide nations with a comprehensive digital citizenship education. education solution that can be incorporated into public education systems. To set the framework and global standards To develop an alliance of public and private for digital citizenship education. stakeholders invested in the creation of a safe and secure digital ecosystem for young users. OUR STRATEGIC GOAL Through our #DQEveryChild™ global movement, we aim to empower 20 million 8 –12 year old children with DQ by the year 2020.
#DQEveryChild™ : A worldwide movement to empower every child age 8-12 years with digital intelligence. Digital Intelligence Quotient Impact 09
Digital Intelligence Quotient Impact 10 At This Age, Children Are Forming the WHY FOCUS ON Sense of Discernment and Identity Children at this age begin to be highly sensitive to figuring out group norms for attitudes and age group already spend long hours on digital devices for entertainment use alone: by age 8-9, 8–12 YEAR OLDS? Middle childhood, from about 8 to 12 years of behavior. Because the media acts as a type of kids spend an average of 24 hours per week in age, has several distinguishing characteristics “super-peer” and children spend so much time front of digital screens; this increases by more in terms of what children are now able to do and with digital media, the attitudes and behaviors than 90% over the next 3 years, to almost 46 hours learn. In cognitive development, children begin to shown in it will come to be seen as normative per day by age 12. This amount grows even more Forming Discernment understand the distinction between appearance and appropriate, and will likely be adopted by when factoring in screen time for schoolwork and Identity and reality and to look at more than one aspect children. This can be seen in children’s regular and homework assignments. Taken together, of things at the same time. They also gain a sense use of catch phrases from TV shows and video our results show that the amount of time of industry, defined as a basic belief in one’s games, their posting and sharing of memes, and children spend with digital devices can be competence, coupled with a tendency to initiate use of sarcasm as a form of humor. greater than amount of personal time they activities, seek out learning experiences, and spend with parents and teachers combined. work hard to accomplish goals18. Ideally, these Although people learn throughout their lives lead to a sense of personal effectiveness. and can always change, it is likely that this age Prolonged screen times can have negative is the most important for establishing the impacts on children’s physical health and well- In social development, learning how to form boundaries of what is acceptable behavior. As being, such as lack of sleep, impairment of brain friendships is one of the most important tasks of children transition into adolescence, where they activity, vision impairment, bad posture, and middle childhood. This includes learning how to become more willing to take risks, the boundaries obesity due to physical inactivity. be part of a peer group and how to identify and set in middle childhood will have a powerful adhere to group norms. These interactions foster influence on which risks they are willing to take. the development of the self-concept, in which Screen Time Spent for Entertainment On average, 9 year one’s sense of self is defined in part by the context There is another side to this coin. Because Use Alone by Children Age 8–12 old children spend of the peer group to which one belongs. children at this age are so sensitive to group norms, a well-planned intervention that 3.4 hours per day According to psychologists Sroufe, Cooper, and effectively shifts group norms can have a large Average Screen Time (Hours/ Week) on online entertainment. DeHart,18 the particular moral principles that impact on the children within this peer group. children adopt are largely a product of their Thus, we can harness the power of peer group 46 culture. Peer relations, therefore, are important influence to impart positive and healthy norms HRS for a child’s moral development because they instead of working against it. By adolescence, impart cultural norms and values that reflect however, this opportunity may be lost as the cultures in which they exist. As these peer the growing children’s developmental focus 29 groups provide opportunities for children to see moves on to forming intimate and committed 27 HRS 24 HRS each other’s point of view and to empathize with individual relationships. HRS each other, a child’s development moves into “conventional moral reasoning,” in which the child’s goal is to act in ways others will approve Children Age 8-12 Spend an Average of and to avoid disapproval. of 24 to 46 Hours Per Week Online For Entertainment Use Alone 8–9 10 11 12 This has several important implications. The DQ Pilot Study showed that children in this years old years old years old years old
The Start of Social Media Use Children start actively using social behaviors and norms. Children’s exposure 8-9 year olds actively use social media and These risks are exacerbated by their limited media in the 8-12 years old age range to false information, violence, obscenity, and chatting apps. This climbs to 77% by age 12. capacity for self-regulation and susceptibility At this age, kids are also beginning to socialize hatred in videos, video games, and social media to peer pressure 20. Moreover, both the United through the use of chatting apps, social media can have a particularly detrimental impact In this age range, YouTube is the most popular Kingdom Office of Communications and the platforms, and by sharing content (videos and upon the psyche and values of children who are social platform, and kids become increasingly Children’s Commissioner of England recently pictures) with friends. in this age range. active users of mobile-based social media and published reports detailing how the majority chat apps, such as Facebook and WhatsApp, of preadolescents and teenagers who share These social elements can be strongly Despite most social media sites (including as they grow to teenagers. Such sites offer information on digital media do so without influential. The behavior that is modeled Facebook, Twitter, Instagram, Pinterest, young people new ways of communication and understanding, and often not even caring online, both by peers and strangers as well as Tumblr, Reddit, Snapchat, Secret and many entertainment, but they also expose children to about, their privacy rights 21 22 . the content they see, will heavily influence more) having a minimum user age of 13 years potential cyber risks including cyber bullying, children’s lifelong understanding of values, old, the Pilot Study revealed that 55% of addiction, and exposure to inappropriate content. Social Media Sites Used by Children Age 8-12 Social Media Participation by Children Age 8-12 47% 44% 21% 17% 11% 11% 8% 5% 4% 8–9 years old 55% Youtube WhatsApp Facebook Instagram Snapchat WeChat Line Twitter Others 10 years old 66% 11 years old 74% 12 years old 77% Digital Intelligence Quotient Impact 11
Digital Intelligence Quotient Impact 12 Increasing Ownership of Digital Devices Used by Children Age 8-12 Mobile Devices 50 48% 43% Children Increasingly Own Their First 40 37% Mobile Device From 8 Years Old 31% 31% 30% Percentage(%) 30 26% Children who participated in the Pilot Study tend to use multiple devices – a family computer, their 20 own mobile devices, and school computers 12% 10 5% By age 8-9, 52% of children already have their 0 own mobile device – either a tablet PC or Family My mobile School Family My My Family Other Internet phone. By age 12, this number increases to Personal phone / computers iPad / personal iPad / mobile public cafe computer / smart- tablet computer / tablet phone / facility computers 69%. Ownership of these devices allows most laptop phone laptop smart- young users unlimited access to the digital phone world at almost any time and any place. In the “real” world – life offline – governments, communities, and families have explicit and 52% 53% Personal Ownership implicit rules for protecting children from 36% 39% of Digital Devices by negative or inappropriate influences. These 32% 30% Children Age 8-12 range from simple etiquette (e.g. “don’t swear 8–9 10 around kids”), to more formal systems (e.g. years years Tablet movie ratings). However, these safeguards are old old Phone losing efficacy in an age where any child with a mobile device can access practically unlimited Any mobile device online content. Without a solid digital education, today’s children will grow increasingly vulnerable to negative influences against which they have been protected for generations. 68% 69% 57% 62% 27% 26% 11 12 years years old old
Exposure to Numerous This comes as another recent recently concluded • 30-40% of participants have perpetrated, downloading/sending/receiving adult content Cyber Risks that a growing proportion of 8-12 year old or been victimized by, cyber bullying. and/or having sexual conversations with children are already engaging in various risky online strangers. behaviors online19. • 23% have frequently consumed high degrees Children Age 8-12 Are Already of violent content in online videos or games • 6% have chatted with and met online Exposed to Numerous Cyber Risks Furthermore, children who participated in our strangers in real life. The top 3 online activities of this age group are Pilot Study informed us that: • 11% have been involved in proactive (1) using search engines, (2) listening to music and online sexual behaviors such as searching/ watching videos and (3) playing video games19. Some of these activities embed elements of nascent social media use: both videos and video Online Activities of Children Age 8-12 games can have social elements as children All the time watch, play, and engage with friends through embedded chat functions. Often Numous studies show significant positive Sometimes correlations between children’s digital media usage and exposure to various cyber risks that Seldom negatively impact their cognitive, emotional, and social development – including impairing their Never academic performance and relationships with family and peer groups 4, 7, 13, 16, 23. Used a Watched Listened Played Sent an Created Made Sent an Posted a Made and Bought Excessive digital media use in children of this age posted a search a video to music a video email a profile and sent email comment or sold group has been shown to negatively correlate engine online online game or chat on social videos or or chat online video or something that plays message network pictures message pictures on an e- with personal strengths such as self-regulation, visible to with other through site to friends through a commerce the public critical thinking, and academic performance 17 24. people phone online website in a social site app media site Cyber Risk Exposure of Children Age 8-12 5% 1% 6% 3% 9% 7% 9% 5% 10% 1% 16% 7% At high risk 30% 14% 18% At risk At moderately risk 64% 77% 66% 33% 53% 47% 42% 35% 42% Safe Online Cyber Cyber Game Online Exposure to strangers bullying victimization addiction sexual behavior violent content Digital Intelligence Quotient Impact 13
Digital Intelligence Quotient Impact 14 Lack of Parental Mediation The lack of parental digital mediation We also found that children were less likely range, children increasingly own their first digital parental digital mediation. This is why we at is problematic to engage in risky activities online when device and become active on social media, the DQ Institute, through our #DQEveryChild Parental digital media mediation is critically their parents were more actively engaged allowing them to “step into the digital world” and worldwide movement, seek to empower with important in protecting children from cyber- in mediation of their behavior. become exposed to numerous cyber risks. Most digital intelligence 20 million children ages risks. While parental influence is high, our Pilot importantly, it is the critical age range during 8-12 by the year 2020. In so doing, we will give Study indicates that less than 50% of the parents In summary, our Pilot Study confirms that the which children start to build formative peer them the crucial skills they need to navigate regularly talk to their children about digital media need to empower 8-12 year old children with relations, which influences their understanding the challenges and opportunities of their usage and how to mediate its inherent risks. digital intelligence is urgent. During this age of what is right and wrong amidst sorely lacking increasingly digital lives. Digital Usage Mediation Efforts Taken by Parents of Children Age 8-12 1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 100 80 60 Percentage(%) 40 20 0 Setting media rule Demanding to know Co-viewing screen Talking about Talking about Talking about Talking about Consistency about online friends false info personal info cyber violence risky content between parents 1. Children at high risk: engaged in risky online behavior 2. All children 3. Children at low risk: seldom or never engage in risky online behavior Rarely Sometimes Often Regularly
Digital Intelligence Quotient Impact 15
Digital Intelligence Quotient Impact 16 IQ EQ
THE URGENCY OF DIGITAL CITIZENSHIP EDUCATION The Imperative Why Are We Neglecting others. These risks are often amplified for A generation ago, IT and digital media were Digital Citizenship? vulnerable children, including those who have niche skills. Today, they are core competencies More and more school programs are special needs, those who are minorities, and necessary to succeed in most careers. incorporating technology in a variety of ways: those who are economically disadvantaged. They some use computers in the classroom, some make tend to not only be more frequently exposed to For this reason, digital skills are an essential assistance available online to students, and some risk, but also to face more severe outcomes. part of a comprehensive education framework. even teach coding and robotics. Without a national digital education program, command of and access to technology will be But digital intelligence has often been overlooked Sooner Rather Than Later distributed unevenly, exacerbating inequality and by educators and leaders despite being A child needs to start learning digital citizenship hindering socio-economic mobility. fundamental to a person’s ability to wisely use skills as early as possible, ideally when one starts technology and live in the digital world – a need actively using games, social media or any digital The challenge for educators is to move beyond which now arises from a very young age. device. Children today are already immersed in seeing IT as simply a collection of software and the digital world and influencing what that world hardware tools or mediums of delivery. Instead, Many educators believe children will pick up these will look like tomorrow. It is up to us to ensure the goal is to nurture students’ ability and skills by themselves or that these skills should that they are equipped as soon as possible with confidence to excel in a world where digital media be nurtured at home. However, due to the digital the skills and support needed to make it a place is an integral part of everyday life. generation gap, with young children being the where they can thrive. first to truly grow up in the era of smartphones and social media, neither parents nor teachers What’s Your DQ? know how to adequately equip children with Digital intelligence – or DQ – is the ability to use these skills. digital technology and media in safe, responsible, and effective ways. Like IQ or EQ, which are Young children using digital media today are measures of general and emotional intelligence, exposed to cyber risks such as technology an individual’s facility and command of digital addiction, cyberbullying, and predatory media and technology is a competence that can grooming. They can also absorb toxic behavioral be measured. norms that affect their ability to interact with Digital Intelligence Quotient Impact 17
8 Digital Intelligence Quotient Impact 18 Digital Citizenship Skills™ All Children Need
8 Digital Citizenship Skills™ All Children Need Digital Citizen Identity The ability to build and manage a Digital intelligence (DQ) comprises the set of healthy identity online and offline cognitive, social, and emotional abilities essential with integrity to digital life. It is the all-encompassing ability to have appropriate knowledge and skills, to adapt one’s emotions, and to adjust one’s behavior Privacy Management to deal with the challenges and demands of the The ability to handle with digital era. discretion all personal information shared online to So, what should we be teaching our children as protect one’s and others’ privacy part of their digital citizenship? Our extensive research has led us to identify eight core Digital Critical Thinking Citizenship Skills™: The ability to distinguish between true and false information, good and harmful Screen Time Management content, and trustworthy and The ability to manage one’s screen questionable contacts online time, multitasking, and engagement online with self-control Digital Footprints The ability to understand the Cyberbullying Management nature of digital footprints and The ability to detect situations of their real-life consequences and cyberbullying and handle them wisely to manage them responsibly Cybersecurity Management The ability to protect one’s data by creating strong passwords and to The ability to use technology is now understood to manage various cyberattacks be a basic and indispensable skill, and being able to use digital media prudently, safely, and confidently Digital Empathy will mark the leaders of tomorrow. Digital The ability to show empathy intelligence is essential for our kids to become towards one’s own and others’ masters of technology, instead of being mastered needs and feelings online by it. Crucially, in order for children to be nurtured as good digital citizens, these competencies need to be based on core values including wisdom, respect, integrity, resilience, self-control, and empathy. Digital Intelligence Quotient Impact 19
Digital Intelligence Quotient Impact 20 Key Elements of a Successful DQ Education 01: 02: 03: Comprehensive and Thorough Assessment A Commitment by Policy Forward- looking Framework and Detailed Feedback Makers and Educators Digital citizenship education needs to A robust digital citizenship education must National leaders need to understand the systematically address all the competencies include opportunities for assessment and importance of digital citizenship as the necessary to manage the challenges of using feedback. The assessment tools need to be foundation of digital intelligence, and Education technology and navigating the digital world. comprehensive as well as adaptive in order to leaders need prioritize the implementation The framework needs to address all 8 Digital evaluate not only hard but also soft DQ skills. of digital citizenship programs as part of an Citizenship Skills™ (detailed below). Likewise, Ultimately, such assessments should serve as a overall DQ education framework. it is imperative students learn to apply these means of providing feedback that gives children skills to novel situations – like new apps a better understanding of their own strengths and media – in order to adapt to inevitable and weaknesses, so that they may find their changes in technology. own paths to success.
The Goals of Comprehensive DQ Education Children who have successfully completed their DQ education will be better able to: Create and manage Recognize and avoid Build healthy online Know how data is Minimize the risk of digital reputation phishing and scams and offline identities collected and shared by contamination by with integrity devices and apps viruses or malware Communicate Secure online accounts Protect themselves Seek assistance with Understand the risks online with respect through the use of against the attempts bullying, abusive, of sharing images and empathy strong passwords of hackers dangerous or confusing or information using online situations digital technology Understand the need Know that people Cope with cyber Understand that Remain aware of for balanced screen online may not be who bullying without information found media influence, and time, and exert self- they claim they are, and escalating situations, online may be false or have a tendency to control over device use avoid communicating and capably stand up misleading, and know choose prosocial and with strangers for victims how to verify stories beneficial digital media while avoiding violent and inappropriate Know what information Share content content should be kept private, prudently, fully and how to restrict the understanding the sharing of personal impact of one’s information digital footprint Digital Intelligence Quotient Impact 21
Digital Intelligence Quotient Singapore — 2016 National Impact 22 DQ WORLD™ E-LEARNING PLATFORM Our internationally-acclaimed DQ educational • At its most basic, DQ World™ allows for DQ World™: Innovative Online initiative is driven by DQ World™, an innovative enjoyable self-learning with minimal support Education Tools & Assessment research-based e-learning platform specifically from teachers or parents designed for young users of digital media. The online education program has been • More detailed assessments are available for internationally recognized by two UNESCO parents who want to get more involved in their international awards for its pioneering efforts child’s DQ education. to promote youth digital citizenship education. It can be easily incorporated within public • Additional teaching resources have been education systems and be used by any teacher created to allow teachers to use the program in any country to accelerate the national proactively, incorporating DQ World™ in their implementation of DQ education and risk classroom as an integral part of lessons and assessment for all children worldwide. assessment • Likewise, schools can use the assessment and The four key characteristics of the program metrics as part of school-wide DQ programs are as follows:
Holistic value-based curriculum DQ World™ offers a cutting-edge comprehensive digital citizenship Highlighted in curriculum specifically targeting children age 8-12 who are starting to actively engage with the digital world. Most national digital education programs are campaign-based, restricting their focus to narrow topic areas like cyber-bullying prevention, account security, or scam awareness. tity Digita l Iden l Ri gh a ts git Di speech Digital ci However, it is important to ensure that our children’s digital citizenship Dig ts education covers all of the 8 digital skills so that they are not only informed igh ital of ty r tizen and discerning users of today’s technology, but also of tomorrow’s. For cy Di co- Freedom per git iva cre digital citizenship education to be effective and adaptable, it needs to be al Pr pro en ato Dig rooted in concepts of identity, core values, and social-emotional skills. Sc tre l re ing tua r e pr nt ink se ita en llec im h lt al U e eu na l Li Inte tio r a Dig ut Digit n teracy ital p tio hea Co m crea lth ent C ont Community inking participatio n Critical th Online co risks llaboratio Behavioral ication n Onl ine com s mu Digit risk nic Emo So nt mun atio nte cia Co Di n tion git l& al S ks al om em is fo on a tr o l aw tp ot ti ac afe rin ec t al C ion on ts ot aren C al ty pr yit aw git rd cur ess/ curity ar wo Di t se en regu ss es Pa rne Mobile se e s Empath nc latio Inte D ig ige ell n ita Int y l Se nal curit otio y m Digital E Digital Intelligence Quotient Impact 23
Digital Intelligence Quotient Impact 24 Gamified “Play & Learn” story-telling pedagogy A major goal of the program is to create an environment that encourages self-learning, without the necessity of teacher or parental guidance. In this way, any child can benefit from the program as long as they have access to the site. To do this, we made DQ World™ as fun and engaging as it is educational – so much in fact that students can’t wait to engage in and complete the program. • 92% of children found DQ World™ helpful in learning how to use the Internet safely, and • 90% of children said the program made learning more interesting and fun 24. This was achieved through the creation of a varied multi-media experience: the DQ curriculum combines animated video storytelling and interactive learning quests that provide both educational and entertaining experiences. Progress through the program rewards each student with skill badges, character cards, and certificates of accomplishment after each phase of learning.
DQ Score Digital Citizen Identity Research-based real-time DQ assessment Screen Time Privacy Mgmt Mgmt As the student engages in the various “missions” on the platform, he/she completes surveys and quizzes that reinforce the interactive activities. Each student’s responses are tracked in order to measure progress, assess risk, and generate the child’s DQ Profile™ and optional DQ reports. For those using Cyberbullying Critical Mgmt 108 Thinking the school-based platform, the system also aggregates results into a DQ School Report™ which is the collective DQ Profile™ score of all participating students in the school. Cyber Digital Security Footprint Mgmt Digital Empathy Snapshot of a Sample DQ School Report™ Detailing Skill Acquisition and Cyber Risk Assessment Your School National Average Average Exposure to online Exposure to Exposure to Exposure to Exposure to cyber Addiction level stranger risks inappropriate content violent content cycber bullying victimization 3% 3% 3% 7% 3% 3% 17% 7% 10% 10% 20% 43% 43% 43% 10% 13% Your School 74% 57% 37% 76% 74% 43% 2% 6% 1% 7% 8% 10% 7% 13% 6% 11% 12% 30% 38% 41% 17% 61% 49% 15% Overall 62% 48% 35% 71% 18% 32% Require attention At risk Moderately safe Safe Digital Intelligence Quotient Impact 25
Digital Intelligence Quotient Impact 26 Timely e-counselling interventions for at-risk children DQ World™ has a unique system to detect a child’s exposure to various DQ World: cyber-risks, which can identify at-risk children and help schools intervene in Identifies At-Risk a timely manner. Children In addition the program can diagnose parents’ digital media mediation style as well as assess support being provided by teachers and schools through internet safety education. Schools use E-counselling services can be linked into the platform and triggered both platform to contact voluntarily by the child (via a request for support) or automatically when e-counsellors for timely intervention exposures to risk factors are detected. E-Counsel- E-counsellors provide a timely and easily accessible avenue of support School ling Parents through the online platform. The 2015 DQ E-Counselling Study conducted by the National Institute of Education proved it to be effective in increasing Schools identify strengths and DQ e-counselling increases Parents understand happiness and self-regulation and lowering negative emotions of children weaknesses in students’ digital happiness and self-regulation and weaknesses in parental exposed to cyber-risks 25 26. competencies – enabling them decreases negative emotions of mediation and can improve to plan better digital education children exposed to cyber-risks their digital parenting Higher Emotional Enhanced DQ Strength to Deal with Lower Cyber Risks Cyber-risks
NATIONAL ROLL- How DQ World™ Enhances the Basic MOE Cyber-Wellness Program OUT STRATEGY IN SINGAPORE 1 Provides an intensive and comprehensive digital citizenship education targeting 3 Provides a fun and engaging self-learning experience, so that teachers and parents children age 8-12. need not closely supervise the program. 2 Provides well-researched, easy-to-use tools, and resources for both teachers 4 Provides individual and school- based feedback with comprehensive and students. assessments. Digital Intelligence Quotient Impact 27
Digital Intelligence Quotient Impact 28 Singapore Digital Citizenship Education Unique Multi-stakeholder Approach These strategic partnerships accelerated Having coined the term “cyber wellness” and In order to promote interest and encourage outreach and have enabled us to reach out to developed a regular cyber wellness curriculum adoption by schools and families, we more than 90% of Singaporean primary schools for primary schools (equivalent to 4 hours per built alliances with local partners and Singtel, a telecom company, provided financial since 2014. semester), the Singapore Ministry of Education community members. and strategic support for the program. (“MOE”) is a world-leader in digital citizenship DQ World™ Educational Program Adoption education. The MOE encourages the use of by Singapore Primary Schools, 2014–2016 external supplementary materials to support the core cyber-wellness program. This presented a 100% challenge to teachers, as many do not have deep knowledge of digital citizenship. Likewise, heavy TOUCH Cyber Wellness, a local NGO, had 75% schedules limited their ability to find suitable professional trainers and counsellors conduct resources and tools. For these reasons, the Inter- various school/community engagement The Singapore Science Centre, a national science 50% Ministry Cyber Wellness Steering Committee programs, such as school assemblies, teachers’ museum, hosted an educational and promotional (ICSC), including MOE and the Media Development workshops, and parents’ seminars. exhibition on DQ World™. 25% Agency (MDA), endorsed and supported the development of the DQ World™ educational 0% platform and research framework in order to 2014 2015 2016 NTU Full Logo printing on uncoated stock: CMYK provide outstanding supplementary educational % of Local Primary Schools materials for primary school cyber wellness and character education. 0C 100M 90Y 0K 100C 68M 7Y 28K Singaporean governmental organizations such Nanyang Technological University and the as MOE and MDA endorsed the program and National Institute of Education provided ongoing provided grants for development and outreach. research and development of the program.
National Challenge Promotion of Since then, the annual DQ Challenge launches all DQ online lessons receive coveted rewards Roll-Out at the beginning of each school year, with a including the DQ School Report™, the DQ School One of key success factors of the DQ online teachers’ professional workshop. The workshop Certificate™, and a free DQ school assembly education program is to launch a nation-wide is designed to empower teachers with basic session conducted by a professional TOUCH Cyber “DQ Challenge” that recognizes and rewards DQ knowledge and information on how to use Wellness trainer. the top 10 participating schools, teachers, and the program in the classroom. Schools learn students. This creates a sense of excitement to conduct DQ classes (15 hours in total) using At the end of the school year, the top-10 winning and competition. the DQ World™ e-learning platform, based on schools, teachers, and students are announced their unique school schedules. Those schools and invited to a final, top-10 live competition that whose students complete more than 50% of ends with an awards celebration. March October Launch Event School-wide Roll-Out DQ Challenge Announcement Assembly Interactive Programme Exhibition CITIZENSHIP Digital Home-based Parents’ Leadership E-Learning Seminar Digital Intelligence Quotient Impact 29
Digital Intelligence Quotient Impact 30 THE TOP 8 EMPOWERMENTS OF DQ EDUCATION Safe and responsible online behavior – just one of the Top 8 Empowerments of a DQ Education
About Sara, On her 10 th birthday, Sara’s parents gave her a smart phone. Before getting the phone, she had been using the family computer to go online for a 10 year-old homework and for fun for about an hour each day. Once she had her own phone, however, her use of digital media increased rapidly. girl living in Within 3 months of getting her phone, Sara was using her phone for 60 hours per week Singapore on average. She watched YouTube and played Clash Royale, her favorite game, with friends almost every day. She also started using SnapChat, sending and receiving “snaps” with friends every few minutes (except in class, Within 3 months — where the phone is not allowed). So far she of getting her phone, hadn’t talked to any strangers online, but some of her friends had told her they had met cool Sara was using her people that way. phone for 60 hours Sara’s parents had not set any rules or per week on average guidelines on her digital media use, but she learned basic cyber wellness tips from her teachers. Sara had no problem putting her phone away for meals or classes, but she was starting to feel worried when she could not check her “snaps.” Recently she had forgotten her phone at a friend’s house and didn’t have it for one day. She was extremely upset that she had broken her “streaks” of exchanging snaps with her “BFFs”. She was starting to feel like she couldn’t live without her phone. Digital Intelligence Quotient Impact 31
Digital Intelligence Quotient Impact 32 How did DQ impact cyber-risks, including online strangers, cyber- Sara’s life? DQ Score vs. Vulnerability Online Strangers Online Sexual Behaviors Cyber Bullying Cyber Victimization bullies, device addiction, and exposure to violent to Cyber Risks Violent Content Game Addiction and obscene content. She has learned tactics – be Sara’s DQ World™ pre-test showed that she had it to ignore, to block, or to respond with wisdom – a DQ of 91 – below the standard of 100, but not 4.0 with which to defend herself. Importantly, she now terrible. However, the assessment identified her confidently seeks the support of a trusted adult weakness with screen time management and Safe whenever she needs it. 3.5 found she had regular exposure to violent and 02 inappropriate videos. She had also posted some Moderately “selfies” to Instagram, and some of the pictures 3.0 Safe had gotten mean comments. Even though she hadn’t told anyone about it, she felt bad and 2.5 didn’t know what to do. After completing the DQ World™ online education program, Sara At Risk Balanced Screen Time and improved her DQ score to 105. 2.0 Self-Control During the program, Sara started to understand 1.5 Requires how her online life was stressing her out and that Attention she needed better self-control and balanced 01 screen time. She now understands how constant 1.0 interruptions can impair her ability to do 60 70 80 90 100 110 120 130 homework, to enjoy a book, or to even simply pay attention to her family members. Safe and Responsible Attitudes and Behaviors Online Digital Citizenship Skills™ reduce children’s tendency to engage in risky behavior online. High DQ scores have a significant inverse correlation with risky cyber-use behavior. It is desirable for children to achieve at least a DQ score of 100 to have the ability to avoid various cyber-risks. The DQ curriculum was also previously proven to be effective in cultivating safer attitudes toward cyber-risks, including cyberbullying, game addiction, and face-to-face meetings with online strangers 24. After completing the DQ World™ curriculum, Sara possesses greater awareness of the many existing
04 Enhanced Media and Information Literacies Sara now knows she must think critically about the information she sees online. She understands that not everyone is who they say they are online, and has a better understanding of the risks associated with befriending online strangers. She also knows that violent and inappropriate content are harmful to her wellbeing, and actively avoids it on all of her digital devices. DQ Score vs. Critical Thinking Skills: A Highly Significant Correlation Critical Thinking 120 110 03 100 90 80 Better Understanding of online to just the people she knows in the Online Presence, Privacy, real world. 70 and Dataprotection R=0.719 Sara has developed a better understanding of Moreover, her awareness of the risks of scams 60 p
34 05 06 Higher Empathy and anywhere around the world. She now Global Citizenship understands that what she says and creates Sara had been kind in her communication online becomes her contribution to that online, but after DQ World™, she has a keener community. This sense of scale and a larger sense of how her choice of words could world view does not come naturally to a impact others. She now understands why it child. Children (and many adults) tend to is important to communicate with empathy, perceive their “corner of cyberspace” as a respect, and tolerance, and to not be baited by private area – even when they share content mean or abusive comments. with the public. Sara, on the other hand, is beginning to understand how others online Moreover, she realized that, when she goes may have different cultures, values, and grasp online, she becomes part of a large global of language. She knows why it is important to community and that she can be connected be socially and emotionally aware and to be to individuals and information from almost tolerant online. DQ Score vs. Empathy: Highly Significant Correlation DQ Score vs. Global Citizenship: Highly Significant Correlation Empathy Global citizenship Active Parental Mediation and 1.0 School Intervention 120 Sara’s parents also feel more confident: they received her DQ Individual Report™ and now 0.8 have a better understanding of her digital 100 competency as well as areas where she needs their support. They also adopted some of the 0.6 suggestions for implementing family media 80 rules and have had several conversations with her about how she uses digital technology. They 0.4 feel like they now have a better understanding 60 of their daughter’s online life, and feel eager and able to provide improved parental guidance. 0.2 In addition, Sara was able to use the DQ World™ 40 R=0.583 R=0.66 p
Snapshot from a Sample DQ Individual Report Detailing Extent of Parental Mediation Your Child School Average Sometimes Regularly Rarely Often 07 Improved Social, Emotional, Setting media rule Demanding to and Physical Well-Being know about Sara has a better understanding of the online friends 08 importance of real-world support and relationships. She values the time she spends Co-viewing offline with friends and family. She understands screen that when she feels down or needs comfort, she should seek it from the people in her life that know and love her. She understands that while Talking about Higher Academic Performance strangers online may come across as supportive false info and Future Opportunity and kind, the people she can trust most are With a higher DQ score, Sara knows how to families and friends she knows in the real world. manage her screen time. Better screen time She avoids turning to the internet and online Talking about management – including putting her phone personal info strangers for emotional comfort. away when she needs to concentrate – means that Sara’s academic performance gets a Knowing that she has the support of her parents, boost. She can sleep better at night and focus Talking about her school, and her e-counsellors whenever she cyber violence better at school. Likewise, reduced stress and faces difficult situations online, Sara will be a distraction from her life online helps her to be happier, more confident child. This mental and more present at home. By fostering self-control, emotional well-being carries over to her life at Talking about Sara improves her family life, her academic home, where she and her parents enjoy fewer risky content performance, and her future potential. worries – and more meaningful interactions. Because a solid foundation in the core digital competencies of global citizenship, empathy, Consistency and critical thinking will ultimately equip Sara between parents for better future career opportunities within the digital economy. Digital Intelligence Quotient Impact 35
Digital Intelligence Quotient Impact 36 What if Sara didn’t get her DQ education? Without her DQ education, it is unlikely Sara would have been aware that her screen time was a problem or that she was exposing herself to cyber dangers. She had already been showing early signs of addiction, and this could have worsened to the point of negatively impacting her school grades and family life. In the long run, Sara’s academic performance and career prospects would have been less bright. It is highly likely that Sara would have been the victim of cyber bullying. A few inconsiderate posts on her social media account, or one very mean message from a classmate, could have led Sara into deep frustration and sadness. Not knowing how to handle the situation – and without timely emotional support – Sara might have lashed out in self-defense, escalating a risky situation and leaving negative digital footprints along the way. Sara’s curiosity to “meet cool people online” would have eventually exposed her to strangers. Without awareness of the dangers of deception, she would be vulnerable to manipulation by those with bad motives. Middle childhood is a critical time when kids start forming fundamental peer groups and pursuing approval. Without understanding the risks, Sara might have welcomed the compliments and advances of strangers, to the detriment of her safety. Despite her young age, Sara had already been repeatedly exposed to violent and obscene content – materials which could impact social and psychological development. Consequently, her sense of values and ethics would likely have been negatively influenced by questionable online communities that indulge in violence, obscenity, and abuse.
OUR DQ World™ effectively enhanced the DQ skills of students who completed the online education however, prefer to have their students carry out missions on school computers during a PROGRAM’S program. The 2016 Pilot Study revealed that designated period with teacher supervision and IMPACT ON students pre-assessed before commencing the DQ World™ curriculum scored, on average, 93. supplementary follow up activities. Teachers observe that the program offers even better SCHOOLS Upon completion of the curriculum, there was an upward shift in the distribution of results, engagement in classrooms where the online program is actively incorporated into the school with the average score increasing to 106 – curriculum. We have observed that schools a 14% improvement. adopting this method tend to have improved Fuchun Primary School – enhancing completion rates. learning through class discussion Some schools incorporate DQ World™ into and student initiation their curriculum with in a hands-off approach, Overall, the schools with high teacher Fuchun Primary School in Singapore ran assisting with class and student registration and engagement – through active facilitation and the DQ World™ self-learning lessons in the then allowing students to conduct home-based performance tracking – achieve the largest computer lab under teacher supervision. learning on a voluntary basis. Most schools, improvements in DQ. Teachers briefed the students on the digital citizenship topics that they would be focusing on and carried out class discussions. Distribution Change of DQ Scores in Students – Before and After Students then logged into DQ World™ Completion of the DQ World™ Online Education Program and played the missions as per the teacher’s instructions in class. They were then assigned a short homework Pre-DQ World Post-DQ World assignment to complete other missions before the next class. Cyber wellness ambassadors from the class were then appointed to encourage their peers to complete the missions. This method of class discussion, play, and peer encouragement was found dramatically improve retention of key ideas as well as student interest and engagement, delivering an astounding completion rate of 97%. 0 20 40 60 80 100 120 140 DQ Score Digital Intelligence Quotient Impact 37
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