Digital Health and Wellness

Mohammed and Janek

Investigate


The aim of this project is to provide a grade 6 class with more information about health and wellness while using the internet. We will also focus on completing this assignment as a full Curricular Community and Service Project. The teaching method and language that we will use will be very simple and a lot of multimedia that would capture the attention of the young grade will be presented. We will also try to keep their attention focused on us; this will be by getting the students to participate in small activities, such as surveys and maybe a game, like jeopardy. We will also try to investigate different teaching methods which will assist us in teaching the class.

Digital Health and Wellness

Digital Citizenship is a term used to describe the proper use of the internet by different people or groups. It sets guidelines for appropriate utilization of web tools and websites to ensure a safe online-environment. One of the nine vital branches of Digital Citizenship. It is a word used to describe the mental and physical well-being when using the internet. This may include: ergonomics, the physical well-being and the posture of the body while using the internet and safety of important body parts, such as the eyes. This branch of Digital Citizenship also emphasizes the potential risks and dangers when using online websites, such as hackers and pedophiles.

Addiction

The definition for addiction is the fact or condition of being addicted. In our modern world there are many internet related factors which may cause people to use the internet for excessive hours daily. One major aspect are the internet games teenagers are interested in. It is not healthy to play computer or internet games for too long. To truly comprehend the impact that the internet can have on us, here are some affects of long term use of the internet:
  • Lack of sleep and feeling tired throughout the day.
  • Feeling separated when not near the computer or internet.

It’s important to set a certain time limit and adhere to it. This will help to learn to do something other than using the internet for games. Overall the internet can be very helpful for all kinds of research and shouldn't mainly be used for fun games.
http://www.youtube.com/watch?v=m1cky3eFGJU

Ergonomics

Ergonomics is a complex name given to a simple concept. The basic idea of this is the safe physical use of the computer. This can include many aspects such as: sitting on the chair correctly, holding the mouse lightly and the right distance which we sit at from the computer. The are many different things a computer user can do to lower the risk of any physical pain and to increase his/her productivity while using the computer. This can include simple exercises which warm and loosen-up the body.
http://www.youtube.com/watch?v=8cyumcU_3G8

Justification

The topic ‘Digital Health & Wellness’ is very important for Digital Citizenship for several reasons. Firstly it includes all the aspects of how to manage the internet and its dangers. Secondly without the knowledge of how to use the internet appropriately and safely you would certainly make some serious mistakes which you’d later regret. My own experience tells me that without the required awareness it isn’t very smart to use the internet at all. Always first inquire about something before using it.


Design



There are several ways to design an appropriate lesson for a class. Nevertheless, it is important to be aware of the age group you’ll deliver the message to. It could either be very informative, but not necessarily too interesting or more active which will enable the students to contribute more physically.

As my partner and I are going to teach a Grade 6 class, activities which will let them contribute in both ways, physically and mentally would be best. Handouts can be informative and fun, if they provide the students with information about the topic and ask them to act as well. Each individual could be involved and show their friends how to use the internet in terms of Health & Wellness. Games are important, as they’ll be fun and deliver our message more easily without too many words.

On the other hand if the students are confronted with too much information and less activities, they might not pay attention. Another way to design an appropriate lesson could be to teach only by talking, but then our body language would have to be a main part. While delivering the message we could act and show them how to apply the right body posture or use facial expressions to make our point clear. In this way the students would be interested because of the way we speak or act.

We decided that we will focus on the first method; to design many physical and mental activities for the reason that it is more fun for us and the students. Through their experiences they’ll hopefully realize the importance of this topic and pass it on to friends and family.

Lesson design #1:
This lesson will focus only on teaching the topic orally without the aid of technology.
· The lesson will contain the two different elements which we will be teaching to the class: Internet Addiction and Ergonomics.
· First, both the terms will be defined and proper audience interaction will be vital for this lesson. Different students will contribute to the discussion in a freer basis sharing their different experiences with the internet and topics taught.
· The instructors, Janek and I, will be using subject-specific terminology to communicate and teach the different points of Digital Health and Wellness.
· The main thing about this lesson is that we will focus on audience interaction and get them to participate in different activities and games without the use of the computer.

Positives: There are several positives about using this lesson for presenting out information. Since the audience is a Grade 6 class, it will be very fun for them to participate in different activities and games to help them remember this lesson. Another positive is that by asking the class for their experiences on the internet and computer would help them to start thinking and relate those experiences with the topic of Digital Health and Wellness.
Negatives: As there are some positives regarding the lesson design, there are also some negatives. One negative is that we will not be using the computer, which contradicts the whole topic of the lesson. We will also bore the class without any visual representation of the topics being discussed.

Lesson Design #2:
The other lesson design that my partner and I came up with is the following.
· Discuss and define the two elements of our research orally without the aid of the computer.
· This is to aid the participation of the student sin the grade 6 class.
· We will also be using some different kinds of chairs to aid the visual aspect, by giving the class something to look at.
· Using the chairs, Janek and I will be demonstrating the proper and safe way to use the chairs and proper computer components.
· We will be giving out the handout on Internet Addiction where the class will be filling out a brief survey for us to use to make some graphs and use in our evaluation.

Positives: The main positives which are related to using this lesson plan is that it provides the class with a lot of non-computer related visuals. It also focuses on providing their opinion on the topic.
Negatives: The negatives, similar to the last lesson plan is that the computer is not used very much, but at least it has some visuals; the chairs. Another negative is that the students might get bored and not pay close attention to what we are teaching.

Lesson Design # 3:
This lesson design is comprised of different materials which create an educational and fun balance:
· We will first describe the two elements of Internet Addiction and Ergonomics by using the investigation on our Wiki.
· We will then handout the flier on Internet Addiction to the class.
· After spending a good five minutes on explaining, a video will be showed on YouTube.
· Upon the completion of the first element of Internet Addiction, a video on YouTube will be showed on Ergonomics.
· Pictures of Janek and I related to the topic will be showed and explained.
· Information will be read of the Digital Health and Wellness Wiki.
· Audience interaction will be very important during the chairs activity.
This will be the lesson plan that we will be using.

Positives: The positives of using this lesson plan are many. First of all, it features a balance between providing information and education the class through fun and activities. Another positive is that the videos will keep the class focused because I am sure that this topic will be completely new to them. Thirdly, it will be important for them to participate in the discussions and them to learn how to choose safe chairs for the computers. This lesson plan matches the design specification provided in the investigation on the Digital Health and Wellness Wiki. The most important element in the specification is for us to ensure that the class does not get bored. In this plan, this will be achieved by have different multimedia, the videos, handouts and activities, such as the chairs.
Negatives: There are a few negatives related to this lesson plan. The main thing is that I am personally worried about the fact that the class might get bored or non focus since we have so many handouts and videos for them to learn from. The information might not be embedded into their heads if they are confused by the number of materials we will be providing.

Plan for the lesson:
1. Intoduction about Digital Health & Wellness
2. (5 minutes) Reading and discussing the material related to Internet Addiction.
3. (5 minutes) Handouts the fliers on Internet Addiction, read it out, and fill out the survey.
4. (2 minutes) Video on Internet Addiction, YouTube.
5. (5 minutes) Introduce the topic Ergonomics. Use four different chairs for the chair activity. Get kids to sit on them.
6. (5 minutes) Video on YouTube: using the different computer components safely.
7. (5 minutes) Sum-up the lesson using the Wiki.

Plan



Timeline.jpg


Establish a timeline in order to plan to complete all work.
Include a date for when you will be delivering your lesson or session to your audience.


Create


Put all of your work on this wiki page(s). This project is collaborative so it must be shown through the history tab and the discussion tab of the wiki that each partner has contributed.


Addiction.jpg

Ergonomics:


DSC00165.JPG wrong hand position DSC00160.JPG right hand position DSC00158.JPG wrong body position DSC00159.JPG right body position



Evaluate



Mohammad's Self-Evaluation


This unit in Information Technology, we focused on creating a lesson informing and educating a grade six class about Digital Citizenship, DC. Our group, which was composed of Janek and I, had to create a lesson about Digital Health and Wellness. This information was to be updated onto our DC Wikispaces and a process journal kept in our Eduspaces blog.
Our Digital Citizenship lesson which focused on two main subcategories of Digital Health and Wellness. After investigation and research, these two topics were Internet Addiction and Ergonomics. To ensure that our lesson ran as smoothly as possible and appealed to the age group, we had to keep some things in mind. For example, we had to provide different multimedia and artifacts. In our case, we presented PowerPoint presentations on both Internet Addiction and Ergonomics. We also presented the class with a handout on Internet Addiction and an interactive chair activity based on ergonomics. The DC lesson had both its strengths and its weaknesses. One of the most evident strengths was that it contained many different artifacts which helped enhance the quality and vibrancy of the lesson. Keeping the appeal to the age group in mind, this way, by having many different visuals, the class would not get bored. Another prominent positive aspect of our presentation was that the dialogue was equally divided between my partner and I so that we would each deliver the same amount of information. We also asked the class if they had any questions regarding the topics discussed to ensure that they understand all that was delivered. In the planning stage of the project, it was important for us, as a partnership, to test our lesson effectively. By keeping a detailed outline of our lesson, it gave us a sense of time that we should spend discussing the different topics. Although there were not many problems that we encountered during the investigation, this does not mean that the lesson did not have its weaknesses. One weakness was that we had not downloaded the YouTube videos onto the computer as back-up copies. In return, on the day of the presentation, we encountered connection problems which did not allow us to watch both of the videos. Another weakness was that we should have printed the survey separate from the information handout in order for the grade sixes to keep the info with them. We also should have also provided pens for the class to fill out the forms with as they ironically did not have enough pens.
To truly comprehend the values of the strengths and the weaknesses of the presentation, I asked the grade sixes what they thought of the lesson. For most of them, they found it nice for us to introduce a new topic to them which they have not heard of, but plays an important role in their 'Digital Life.' One of the students, Dana Al Misnad, says she benefited from the numerous artifacts which kept her engaged during the lesson. One of the main weakness of the lesson, from our partnership's behalf was that we did not yell at the students to discipline them and let them focus. Being a young class, they had problems focusing in the topic being presented to them.
The Investigate stage of the Design Cycle was one of the most important stages in this unit. It helped prepare us for the lesson which we were going to present. In this unit, it was our job to research the topic of Digital Health and Wellness and come up with topics to focus on with are age-friendly to the intended viewers. The main strength associated with this unit was that we focused on topics which would appeal to the viewers; Internet addiction and Ergonomics. Another positive was that we each chose to research one of the topics and formed guiding questions to provide an equal balance between the work. After the researching stage was complete, we posted all our information onto the WikiSpace and updated our process journal blogs. The main limitation associated with this stage was that we did not provide images or visual representations of our work. An improvement would be to add visuals which would help enhance the appeal to the intended viewers.
The second stage of the Design cycle was the Design stage. In this stage, the main contributor was myself. I worked on completing three lesson plans and providing their benefits and limitations. This helped us created and choose the most efficient lesson plan which would allow us to obtain the highest possible grades. The strengths of this stage were many, one of them being the fact that I typed up the lesson plan, its positives and negatives for each of the three lesson plans provided. I also wrote a justification for the chosen lesson. This stage was another important stage as it qualified us to see how our lesson is going to run. It provided us with a main idea of the possible scenarios and problems that we could run into with each point provided. On the other hand, a weakness was that having to much text might make it difficult to remember the lesson plans and how they looked like. An improvement to this weakness would be to have a grid or table representing the time or dividing up the activities in each lesson plan. By having this, we would be able to visualize the time each activity would consume to keep a time limit of 30 minutes in the end.
The next stage, the plan stage, was without doubt the easiest and least time consuming stage of the whole design cycle. The requirements of this stage was to create a timeline for our work and a visual representation of our lesson designs. One of the positives of our plan stage was that we used Microsoft Excel and created a color coded timeline to show the time we will spend on each stage of the sections of our lesson. There were no weaknesses associated with this stage as it was short and easy to complete.
The following stage of the Design cycle was the create stage. Here, we had to create all the artifacts which we were going to use in the presentation and carry the presentation out. The artifacts which we created were: A handout on Internet addiction, a PowerPoint on both Internet Addiction and Ergonomics, two videos found on YouTube related to the topics and the WikiSpace. Prominently obvious, one of the main strengths of the lesson was that we created many artifacts which truly helped enhance the delivered visuals of our presentation. Another strength of the lesson that we created was that Janek and I talk fluently with confidence in front of the class. This was important to ensure their undivided attention. A weakness of this lesson was that we presented ourselves to the grade six class just as fellow students rather than authoritive figures who helped control their raucous. We also did not have back-up copies of our work which crippled us with the slow connections on the day of the presentation. Improvements to our weaknesses would be to provide back-up copies of our work and speak more like teachers rather than scared students.
From the beginning of this project, my partner and I had decided to use this as a Curricular Project. The C&S focus of this was to provide the intended viewers with a idea of how to use the computer safely. We gave the class a lasting impact on a unique topic which is a great part of their lives. Our partnership also ensured that we make the class realize the true essence of how much that using the computer in the wrong way, or for long hours can have a long time negative effect on their physical, mental and social lives.



Janek Mueller
I.T / 9c
Evaluation rubric:
The student evaluates the success of the product or solution in an objective manner based on the results of testing, and the views of the intended users.

The student provides an evaluation of his or her own performance at each stage of the design cycle and suggests improvements.

The student provides an appropriate evaluation of the impact of the product and or solution on life, society and or the environment.
The DC lesson has been evaluated (strengths and weaknesses) based on the results of testing planned during the investigation stage.

It has been evaluated (strengths and weaknesses) based on the impact and views of intended users and improvements have been suggested.

The students performance at each stage of the design cycle has been evaluated (strengths and weaknesses) and improvements have been suggested
A description and evaluation of the C&S focus has been made.





















Evaluation


Design cycle stages:

During the Investigation, I focused on the aim of the project and the different methods that could be used for teaching.
It was very important to consider the age group the presentation was going to be delivered to.
Hence, my partner and I said in the investigation that we would use simple and appropriate language for Grade 6.
The investigation also introduced the two topics “Ergonomics and Internet Addiction”.
In order to improve this stage, we could have done more research about these topics to provide more information.

The design stage mainly talked about the different teaching methods and ways to create an interesting and appropriate lesson for a Grade 6 student.
This stage stated the positives and negatives on each lesson design and a justification for the final lesson choice.
The designs were very detailed and easy to understand.
This stage could have been improved by including an exact order for each lesson design. Doing this would have helped the audience to know when to do something and the material required.

The plan consisted of a timeline that would help to plan and organize the work, and a plan for the lesson.
The plan had the order of the lesson and the time that would be spent on each topic.
The timeline showed the work that was completed or still had to be completed for each month.
It was a rough timeline and did not specifically show all the different days that we spent on working.
However, I thought that the process journal could be used if I needed any specific date.

For the create stage my partner and I created a handout about Internet Addiction and pictures about Ergonomics.
The pictures I took with my digital mobile camera showed the right and wrong body positions when sitting in front of a computer.
I think that these pictures clearly showed the point of Ergonomics.
The handout on Internet Addiction was balanced between writing and visuals to let the students learn in a fun way.
At the end of the handout there was a survey which they could fill out.
Another artifact which we used during the presentation was a movie from Youtube about Ergonomics.
The teacher suggested that we could have made a movie ourselves instead of using Youtube.


Impact on audience:

Digital Health & Wellness is a very important topic and relevant to our world today.
It teaches you how to use the computer and its components safely.
When my partner Mohammed and I created this project and prepared the presentation for the students, we also thought about the impact it would have on them.
We wanted them to learn more about this topic and make them aware if the importance it has in their lives.

For example, Internet Addiction, one of the two main topics we chose to talk about is relevant to their lives due to the fact that computers have started to be very common amongst people of all different age-groups.
While our presentation was proceeding, I realized that some students didn’t pay attention and afterwards I wondered why that was the case.
It might have been because they weren’t interested in out topic or our presentation wasn’t suitable enough for their age-group.
In order to improve this, I could have tried to ask more questions, especially students who seemed to be bored.
Nevertheless I was happy to see that most students participated both physically and mentally (e.g. by filling out the survey, learning by reading the information, and becoming active) (the ergonomics chair activity).


My performance:

I think that my performance during the presentation was quite good and that through the artifacts like handouts, power-points, movies, and activities I was able to speak to most of the Grade 6 students in an effective way.
Fortunately Mohammed did a great job as well and because of the good team-work we were both able to make our point and let the audience learn and realize important facts.

For example the handout about Internet Addiction provided them with appropriate and good information about the topic and the survey below it made them realize important facts about their own lives.
As mentioned in the design stage above it would have helped to be certain about the order of our lesson.
Mrs. Lindsay’s comments about our presentation mentioned this too.
She wrote:

Presentation of material
  • Spoke clearly etc
  • Communicated needs clearly

Well done generally. However when teaching you need to be very clear as to what you want the students to do and when. Handing out a sheet and not being clear as to its purpose causes confusion. Should they fill it in? Do they need pencils? Do they hand it back in again?

This is true and is certainly a stage where I need to improve the plan for the lesson so that this kind of confusion can be prevented.
Another point of the presentation which I think could have been improved is my power-point.
I mention this because when I used the power-point for the second main topic of Digital Health & Wellness, Ergonomics, I realized that it was more or less a repetition.
This again goes back to Organization & Order. Prior to my power-point presentation, I talked about the correct body positions (Ergonomics) in front of the computer.
Then during the PP this was repeated. On the other hand, it may have been good to repeat important things to make the students aware of the significance of these.
Nevertheless, in my opinion my performance was Satisfactory.


Focus on C&S:

During the Investigation stage, I decided that I might use my topic Digital Health & Wellness as a Curricular Community & Service Project. Due to the fact that I already had all the information and my weekly journals recorded, it would not take up too much time to create this project. Moreover, would the Reflection & Evaluation of my presentation to the Grade 6 help me when writing down this C&S project. Fortunately I can still decide whether I want to create this project or not.




Resources


1. "Digital Health & Wellness Page ." Digital Citizenship . 2004. Ribble & Bailey. 22 Oct 2007 <http://coe.k-state.edu/digitalcitizenship/Safety.htm>.
2. Daniels, Charles. "Computer Ergonomics." 1996. 29 Oct 2007 <http://www.klis.com/computers+health/>.
3. Chan, Jennifer. "Online Gaming Addiction ." Unhealthy Gaming Habits and Addiction. 2006. 5 Nov 2007 <http://www.ocf.berkeley.edu/~jenchan/OnlineGamingAddiction.html>.

Lesson Review from Mrs Lindsay


Final assessment
Mohammed -
Janek -