Digital Citizenship Education Handbook_eng

Privacy and Security

  • Privacy is essential and should not be compromised for internet access.

  • This domain encompasses privacy, identity management, and cybersecurity.

    • Privacy: Protecting personal information.

    • Identity Management: Controlling one's online profile.

    • Cybersecurity: Awareness of online risks.

  • Competencies include managing shared information and using security tools.

    • Navigation filters, passwords, antivirus software, and firewalls.

    • Aim to avoid risks and maintain anonymity.

Privacy and Protection

  • Privacy, data protection, and security are linked to rights and responsibilities.

    • Introduce these concepts early to children.

  • Aware users can detect online risks, protect data, and maintain security.

  • Everyone has a right to safety and security online.

    • Respect for shared ideas and fair treatment of resources.

  • Access comes with expectations and responsibilities.

    • Schools and families must prepare young people.

  • Privacy and protection are increasingly intertwined with technology.

  • Internet security depends on individual risk management and preventing risk to others.

  • Digital citizenship means protecting device access and handling threats to privacy.

  • Educating children is crucial for creating a trusted internet environment.

My Privacy and Yours

  • Protecting online privacy requires broad competences.

    • Knowledge of communication tools and understanding information misuse.

    • Awareness of how information can be pieced together to reveal sensitive details.

  • Privacy is culturally sensitive.

    • Understanding diversity and respecting others' beliefs is essential.

  • Private information is a currency in the age of big data.

  • Users are both consumers and products on commercial and non-commercial sites.

    • Profiling shapes content based on online footprints.

    • Even elections can be influenced through voter profiling.

  • Education can foster essential skills for maintaining control over personal data.

    • Understanding terms and conditions of service providers.

    • Deciding when to provide data and verifying its purpose.

  • Citizens should know how to:
    * Accept data access, refuse collection without consent, and correct or erase data.
    * Contact service providers and seek recourse from Data Protection Authorities.

Managing Digital Identity

  • Children should learn to manage their digital identity early.

    • Understanding what data is private and what can be shared.

    • Awareness of varying contexts like family, school, or health services.

  • Choosing pseudonyms or different accounts to protect identity.

  • Learning to create and manage passwords is a fundamental skill.

  • Identity theft can occur from leaking private information or phishing scams.

  • Losing control of accounts can have serious consequences.

    • Economic and social costs for the victim and jeopardized personal data.

Cybersecurity

  • Digital citizens share responsibility for a secure online environment.

  • Hacking is a growing challenge.

    • Schoolchildren need awareness of its gravity.

  • Spam, phishing, viruses, malware, and bots have far-reaching consequences.

    • Protective tools and their application are essential.

  • Caring for our digital environment is crucial.

  • Sustainability relies on knowledge, understanding, and respect for human rights.

    • Carelessness can endanger families, schools, or networks.

  • Children should learn to navigate online risks.

  • Privacy and security require attention from governments, schools, families, and children.

  • A strong privacy policy and school curriculum are necessary.

  • Blockchain technology holds promise for solving privacy, data protection, and cybersecurity challenges.

How does it work?

  • Privacy should be a regular topic of family discussion.

    • Children learn from parents about sharing and respecting data.

  • Targeted ads and propaganda can be harmful to young minds.

    • Awareness of tracking and profiling is essential.

    • Even "likes" are monitored to customize ads.

  • Cookies play a role in tracking, making refusal difficult.

    • Protecting from third-party cookies and cleaning navigation history is recommended.

  • Critical thinking and analysis skills are needed for digital citizens.

    • Filtering and ad-blocking tools can help, but young people should create their own avoidance checklists.

Educational and Citizenship Value

  • Children learn about society through privacy, identity management, and security.

    • Privacy relates to sharing, empathy, and caution.

    • Defining profiles introduces diversity and inclusion.

  • Lessons about privacy can be taught by printing and posting social media profiles.

  • Children often roam freely online without protection.

  • Self-protection should be taught through age-appropriate activities.

  • Security is about caring for others and contributing to positive change.

  • Security is a growing area of employment.

    • Homes, toys, automobiles and public transport are becoming connected.

    • It offers study and professional opportunities.

    • It is an exciting topic for investigative learning.

Ethical Considerations and Risks

  • Anonymity poses challenges and risks in online interactions.

    • Ethical behavior requires justice, fairness, and respect.

  • Privacy is constantly evolving with technology.

    • Normalisation process can lead to accepting lower standards/values.

  • Children have a right to privacy (UN Convention on the Rights of the Child).

    • Over-pervasive technology and lack of privacy education may breach this right.

  • Internet-connected toys raise ethical concerns.

    • They can record children's thoughts, which can be accessed by third parties.

  • Families need to be aware of the capabilities of household devices.

  • Policy makers and end users need to exert pressure on data processors.

    • Option to host data on personal cloud or local area network.

Ideas for Classroom Work

  • Have students search their names online and set up Google alerts.

    • Identify information they want removed.

  • Play the PlayDecide role-play game on data protection and privacy.

  • Invite students to propose strong passwords and identify their features.

  • Use www.webwewant.eu for activities on privacy.

  • Use Play and Learn for activities on privacy and security for 4 to 8-year-olds.

  • Use resources from CNIL for password management.

Good Practice Digital Citizenship

  • Discuss privacy with a multicultural approach.

    • Gather information to support the discussion and reasons that may explain different notions.

  • Work with young students to create their profile.

    • List some facts about themselves and draw boxes.

  • Explore user profiles on social networking sites.

    • What private information are users inadvertently disclosing?

    • Draw up a checklist for creating a safe user profile.

  • Have children bring their mobile phone to class.

    • Discover the inbuilt and software security measures in place.

  • Get students to imagine the consequences of the loss of an online research project.

    • Ask them to draw up a checklist of security measures to avoid losing content, then check their list against the Internet Survival Guide.

Further Information

  • The Council of Europe has materials relevant to this fact sheet in the Internet literacy handbook.
    * ILH Fact sheet 9, “Privacy and privacy settings”;
    * Fact sheet 19, “Cybercrime: spam, malware, fraud and security”;
    * Fact sheet 20, “Labelling and filtering”;
    * Fact sheet 26, “Are you the product? Big data, data mining and privacy”.

  • Consult the Council of Europe page at www.coe.int/en/web/internet-users-rights/privacy-and-data-protection to learn more about its work in the field of data protection.

  • Data protection authorities, highly specialised in the domain of privacy and security, play an important role in assisting educators in the digital education of citizens.

  • In early 2018, the UK Council for Child Internet Safety (UKCCIS) published a framework to equip children and young people for digital life.

  • The American online safety organisation “iKeepSafe” has developed an extensive privacy curriculum providing classroom and family activities for tweens and teens.

  • How to Geek offers concrete, well-explained ideas about creating a password

  • The European Handbook for Teaching Privacy and Data Collection at Schools (Gonzàlez Fuster G. and Kloza D. (eds), 2016), provides lesson plans adapted for younger and older students, a mini-bill of privacy and data protection rights, glossary and resource list

Consumer Awareness

  • Individuals need to understand their rights as consumers.

  • Consumer education includes awareness and application of rights.

  • The internet helps digital citizens understand choices and reclaim rights.

  • Technology advancements require consumer vigilance.

  • Over 60%60\% of Europeans access the internet daily, and two-thirds have made online purchases.

  • The European Commission provides information on online buying.

  • Consumer awareness includes entrepreneurship.

  • Online entrepreneurs use social media and digital platforms.

  • They are concerned with user rights regulated by the General Data Protection Regulation.

How Does it Work?

  • Being a digital citizen often means being a consumer.

  • Empowering consumers means providing principles and tools for a smart economy.

  • Consumer education is crucial for awareness and participation.

  • E-commerce has positive benefits but also risks.

  • Children make online purchases, virtualizing money.

  • Check for the padlock symbol (HTTPS) for secure connections.

Personal Development/Educational Value/Citizenship Value

  • Skilled consumers embrace sustainable consumption.

  • The rise of the "consumer citizen" makes choices based on beliefs.

  • Education for sustainable consumption has learning outcomes parallel to the Council of Europe butterfly model.
    * critical awareness
    * ecological responsibility
    * social responsibility
    * action and involvement
    * global solidarity.

  • Consumer awareness increases consumer confidence.

Ethical Considerations and Risks

  • Online shopping requires additional safety measures.

  • Keep financial data and consumer identity private.

  • Keep technological devices and equipment up to date with the latest safety settings, and consumers should remember that often after website or platform updates their settings are returned to a default position.

  • Use a separate credit card for online purchases.

  • Verify that online checkout areas are encrypted.

  • Use reputable websites.

  • Read consumer rights before purchasing.

  • Be aware of business models where you pay indirectly.

  • Online entrepreneurs should provide clear terms and conditions.

Ideas for Classroom Work

  • Read the terms and conditions of online payment services.

  • Plan an e-commerce website.

  • Read the Charter on Fundamental Rights of the European Union.

  • Examine several online sales websites.

  • Create a research project on online entrepreneurship.

Good Practice/Living Digital Citizenship

  • Find out about the retailer or vendor.

  • If you have any doubt about the seriousness of a website, do not hesitate to do some research online and look for other consumer testimonials, reviews or experiences.

  • Research Amazon’s history and whether it provides value.

  • Control personal data and refer to the General Data Protection Regulation.

  • Research project–Invite the students to pick their favourite example of technology, such as a smartphone, a tablet, a computer or a gaming console. Have them research the chain of production for the electronic device: are there any illegalities, under-age workers, etc.?Are consumers aware of the history of the parts and pieces that go into their technology? Why or why not?

  • When offering online products and services, create a due diligence sheet of rights and responsibilities of consumers. Then ensure that your entrepreneurial endeavour does not infringe those rights and responsibilities.

Further Information

  • The Council of Europe has materials relevant to this fact sheet in the Internet literacy handbook

    • please see ILH Fact sheet 13, “Shopping online” and Fact sheet 9, “Privacy and privacy settings”.

  • The European Commission’s Directive on Consumer Rights: http://ec.europa.eu/consumers/consumerrights/rights-contracts/directive/indexen.htm.

  • The European Commission on Consumer Safety: http://ec.europa.eu/consumers/ consumerssafety/indexen.htm.

  • The European Commission Entrepreneurship 2020 Plan: https://ec.europa.eu/ growth/smes/promoting-entrepreneurship/action-plan_en.

  • The European Commission Erasmus for Young Entrepreneurs: http:// ec.europa.eu/growth/smes/promoting-entrepreneurship/support/erasmus-young- entrepreneurs_en.

  • European Parliament support for social entrepreneurs: www.europarl.europa. eu/thinktank/en/document.html?reference=EPRS_BRI(2017)599346.

  • TrustArc is an independent, non-profit, global initiative aimed at building trust and confidence in online transactions: www.trustarc.com.

  • For information on the General Data Protection Regulation: www.eugdpr.org/.

  • “Citizens, consumers and the citizen-consumer: articulating the citizen interest in media and communications regulation”, Livingstone S., Lunt P. and Miller L., Sage publications (http://journals.sagepub.com/doi/abs/10.1177/1750481307071985).

  • A practical guide to stop receiving ads, spam and notifications, and take control of your activity on the internet: https://blog.cleanfox.io/tips-en/ stop-newsletters-spam-advertising-sms-and-other-notifications/.

  • Shopping more safely on the internet – from Denmark, 17 important tips for internet shopping, securing sites, avoiding scams, usable in class or at home in autonomy: https://heimdalsecurity.com/blog/online-shopping-security-tips/.

  • Do not track: an interactive documentary series on the tracking and the economics of the web: https://donottrack-doc.com/en/intro/.

  • Play without being played – The second adventure of the Three Little Pigs in cyberspace; a game aimed at educating young audiences about misleading and abusive advertising created by Canadian MIL Center Habilomedia: https://mediasmarts.ca/sites/mediasmarts/files/games/cybersense_nonsense/cybersense/start.html.

Glossary

  • This glossary defines and explains the major terms used in the handbook. Whenever appropriate, it also sets these terms in the context of digital citizenship education (DCE) and highlights the controversial issues and challenges for teachers/users to consider. The terms in italics direct the users’ attention to related concepts and complementary notions and refer to relevant fact sheets.

  • Access

    • The ability of individuals and organizations to connect to the internet, using all sorts of devices (computers, tablets or phones, for example) and all sorts of services (such as e-mail and applications). For DCE, access is a precondition for digital citizenship as the internet has become a critical resource, vital for all sorts of online and offline activities

  • Account

    • An internet account is set with a user name and password. It acts as a key to many online tools and services. It allows the user to be authenticated and authorized to access and use online services. For DCE, it raises issues of privacy and safety settings

  • Anti-virus

    • A computer program that attempts to identify, isolate, obstruct and eliminate computer viruses and other malicious software. For DCE, it is important for online safety as a lack of protection may lead to identity theft, security breaches or other issues related to online well-being

  • App

    • Originally defined as “an interactive program that can be accessed through a web browser to relay information”. As the mobile phone has morphed to become an internet-accessing mini-computer, apps designate popular end-user software applications that extend the phone’s capabilities by enabling users to perform many everyday life tasks, from entertainment (travel, food, games or social networking) to information gathering (news, maps or MOOCs). For DCE, mastering the “apps culture” and its pervasive ecosystem is important for empowering citizens, especially young people and people with disabilities, as mobile connectivity has changed the way people communicate, share information and learn from the libraries and repertoires of materials available online.

  • Artificial intelligence (AI)

    • An IT discipline that investigates the theories and the techniques needed to design and create digital environments and software. It produces for instance virtual “personal assistants” conceived to imitate human behavior. Users usually interact with AI through a series of vocal or written questions that the system answers accordingly. AI technology can also be found in digital games, robotics, driving assistants and in all systems that need to access a vast amount of data to facilitate decisions. For DCE, monitoring AI developments is important as it raises the issue of use of personal/private data and attendant citizenship issues linked to privacy, dignity, well-being, politics and public space.

  • Augmented reality (AR)

    • A technology that superimposes a computer-generated image on top of the user’s view of something in the real world, to create an interactive experience. This can be done using a mobile phone in a specially created box-like frame, or using a dedicated device. The real-world objects are “augmented” by computer-generated information, that can include visual or auditory information, or even movement or odor. AR can help us explore how ancient ruins, for example, could have looked in the past, or how places or things may look in the future, for example, new transport routes in a town.

  • Big data

    • Voluminous and complex sets of data to which various statistical types of analysis can be applied (to profile people, to predict behavior or for learning analytics). To make sense out of such huge amounts of data, the data is often broken down using five V’s: Volume, Variety, Velocity, Veracity and Value. For DCE, the challenges and controversies include data integrity, data sharing, data transfer and information privacy.

  • Blockchain technology

    • A way to archive data implemented through a list of records called “blocks”. These blocks point one towards the other until they create a “chain” that can be distributed along the network through peer-to-peer technology. The blocks contain cryptographic data that are strongly protected and, so far, the technology is considered one of the most secure data systems. This is the same technology used for the creation of the digital currency “bitcoin”.

  • Browser

    • Software used to navigate on the web. Users can access sites by entering the proper URL (a unique text string that redirects to a specific website) or by clicking on links obtained, for instance, through a query on a search engine. Most of the browsers offer functions like age filters, a history of the sites visited or a library of favorite addresses.

  • BYOD (Bring your own device)

    • Refers to the policy of permitting employees, teachers or students to bring personal devices (laptops, tablets or smart phones) to their workplace or the classroom. For DCE, it may be useful for expanding access and improving the use of learning materials but it also raises issues of equality, inclusion and security (malware, viruses).

  • Chat room

    • Any form of online conferencing, ranging from real-time live chats with other known or unknown users (online forums), which is different from instant messaging dedicated to one-to-one communication. Chat rooms are mostly used to share information and are increasingly being adopted in classrooms and online learning environments.

  • Cloud computing

    • An IT model that allows a set of networked elements (devices, servers, service platforms, repositories, etc.) to be seamlessly interconnected. This allows users access to their online services (such as e-mail, working services, music, data repository or movies) from any device connected to the web, without direct downloading. For DCE, the controversies arise in terms of security and privacy issues because the service provider can access the data at any time and damage them accidentally or willingly or share them with third parties. There is also issues in terms of the legal ownership of the data, and concerns surrounding privacy and confidentiality, especially considering the future potential of AI personal assistant developments.

  • Consumer awareness

    • The understanding by users of their rights and responsibilities as consumers of online products and services. Most of the time these rights are encapsulated in the “terms of service”. For DCE, consumer awareness implies issues concerning the infringement of the rights of others and legal and age-relevant means of understanding all the dimensions of “terms of service”.

  • Cookie

    • A small file which is stored on a user’s computer, designed to hold a modest amount of data specific to a particular user, for website management. Each time the user accesses the website again, the cookie is sent back to the server on which the website is stored. A tracking cookie can be embedded with advertising material from a third-party site and can be used to report on a user’s browsing history and facilitate targeted and tailored adverts. Rejection of a cookie can make certain websites unusable. For DCE, controversies arise around the capacity to enable or disable/delete cookies. They can be seen as an invasion of privacy since they allow profiling without user knowledge. They require critical thinking to avoid propaganda and unethical commercial practices.

  • Cyberbullying

    • A harmful form of harassment, using electronic tools and services. It can include posting threats, rumors, sexual remarks, cyberstalking and hate speech. The consequences can be serious for victims (causing fear, anger, depression or low self-esteem, for example). For DCE, it relates to harmful online content and behavior and to issues concerning a lack of empathy and a risk to freedom of expression (chilling effect) and well-being

  • Cyber security

    • The protection of computers from theft and damage to their hardware, software and content. It also includes protecting against the disruption of services by intentional or accidental means (piracy or hacking). For DCE, phishing, spamming, viruses and malware are among the security risks and challenges. Knowledge of these challenges and of the protection tools available for citizens to control their hardware and their data is essential.

  • Data

    • Basic descriptors of a person’s real life, digitally transformed. In the case of sensitive personal information (SPI), these descriptors can be used on their own or with other information to classify and locate a citizen (name, social security number, date and place of birth, biometric records, etc.) and to identify a citizen in his/her context by linked traces (medical, educational, financial or employment sources). For DCE, the controversies are linked to third-party uses, be they commercial (the market for collecting and selling data) or criminal (stealing data for illegal purposes). This can lead to breaches in security and privacy.

  • Digital detox

    • A period of time during which a user refrains from using electronic devices (laptops, smartphones, tablets, etc.). It is presented as an opportunity to reduce stress and to focus on social interaction in the physical world. For DCE, it is an opportunity to pay attention to real-life citizenship participation and reinforce natural well-being, while reinforcing privacy and the distinction between work and leisure.

  • Digital divide

    • The economic, social and cultural gap related to access and use of IT. This can lead to inequalities between individuals and between countries. For DCE, the issues relate to inclusion and social justice as well as learning and knowledge. It can result in two-tiered citizenship, with a lasting impact on participation and well-being in democracies. It is associated with the inability of citizens to access digital technology, or to use it, for example, due to a lack of skills.

  • Digital footprint

    • A citizen’s unique set of traceable digital activities (posts or payments, for instance) left on the internet. Digital activities fall into two categories: passive (or involuntary) and active (or voluntary). The first category concerns data collected without the citizen’s knowledge, the second with data willingly released for sharing and interacting with others online. For DCE, this raises issues of privacy, traceability and security.

  • Digital identity

    • Information on a person, an organization or a device representing a real-life entity. It enables the process of authentication of a user interacting online. It provides automated access to other computers and facilitates mediated relationships. It has come to mean aspects of a person’s real-life identity and encompasses the whole collection of data generated by a person’s online actions and history (purchasing, navigating, networking). For DCE, the issues relate to the management of such traces and online activities to ensure trust and well-being and to prevent the undue divulgence of information.

  • Drone

    • An unmanned aerial vehicle that may have some autonomy and can be operated by computer. Drones were originally used in a military context but are now widely available for civilian use.

  • Emoticons

    • Textual portrayals representing a user’s moods or facial expressions in the form of icons. They can serve to convey emotions and ensure patterns of communication that can lead to misunderstandings (jokes, gags or pranks, for instance) in the absence of visual and facial clues online. For DCE, it is an integral part of the competences needed to express empathy and to prevent conflict or cyberbullying.

  • Empathy

    • The capacity to understand or feel what another person is feeling, putting oneself in another’s position. It is also about experiencing vicariously and requires skills and competences online because of the risks of misunderstanding caused by the lack of face-to-face encounters. For DCE, it raises issues around enablers of interpersonal communication and anonymity as well as barriers to online relations like cyberbullying or trolling.

  • e-Presence

    • Originally, e-presence was a marketing tool for personal branding and the combined process of drawing traffic and creating a lasting positive image on the Web. This implies knowing about search engine optimization, e-reputation, social media uses, etc. It has come to extend to the personal and interpersonal qualities that guide digital identity and the social and cognitive competences to do so.

  • e-Reputation

    • The perception internet users have of one’s person, brand or company. It is a marketing influence strategy to win likes and recommendations and increase ranking of an entity’s website or online service. For DCE, the controversies arise in relation to the risks of manipulation of a person’s image or brand and are also connected to the monetization of one’s online presence.

  • EuroDIG

    • A European open multistakeholder platform for exchanging views about the internet and how it is governed. Created in 2008 by several organizations, government representatives and experts, it fosters dialogue and collaboration with the internet community on public policy for the internet.

  • Fake news

    • A type of deliberate disinformation aimed at misleading online users. It is spread via traditional media and online social media. The intent is to damage commercially, financially or politically a target entity or person. Online, it is also used to increase monetization (with clickbait headlines, click revenue, advertising revenue). For DCE, the controversies arise around issues of quality of information, manipulation of public opinion, intrusion of public spaces and integrity of elections. It requires competences in critical thinking and in fact and source checking. It puts the emphasis on access and media and information literacy.

  • Geolocalization

    • The identification of the real-life geographic location of an object, device or person. It is closely linked to the use of positioning systems (like GPS and radars). For DCE, the controversies concern the undue surveillance of citizens as well as privacy and security breaches, but geolocalization may also open up some very interesting opportunities in education, culture or tourism.

  • Hacking

    • The process of seeking to breach the defenses and abuse the weaknesses of a computer system or network. It may be motivated by many reasons, such as protest, profit, play, spying and intelligence gathering and even as a means to evaluate the defenses against potential hacks. For DCE, it raises challenges in terms of trust and risks (breaches in hospital security or banking systems, for instance). For children, it can be construed as an anti-social behavior that can lead to ostracism and problems of well-being online.

  • Hashtag

    • In the language of social media, putting a hash (#) before a word means specifying that it represents the topic of the conversation, exactly like putting a tag on an object in order to facilitate finding it again. Most social media or websites allow users to search through the content by scanning these hashtags. In DCE, hashtagging is a means of identifying some of the most relevant topics “trending” on social media.

  • ICANN (Internet Corporation for Assigned Names and Numbers)

    • A California-based non-profit corporation that has responsibility for giving access to the internet as it deals with internet protocol (IP) addresses, protocol identifier assignment and generic (gTLD) and country code (ccTLD) top-level domain names. For DCE, the challenges arise around the independence of ICANN as it becomes a fully fledged international entity, within the UN, dealing with integrity of IT services and internet freedoms.

  • Identity theft

    • The deliberate use of someone else’s personal identifying information (such as credit card numbers, PIN numbers or passwords). It occurs when this information is used to commit fraud or other crimes. The victim can inadvertently leak private information or voluntarily provide personal data as a result of a phishing attempt or a scam. The victim may suffer long-lasting consequences that are damaging to his/her identity and reputation. For DCE, the issues relate to breach of privacy, security and well-being online.

  • Internet governance

    • The development and application by governments, the private sector and civil society, in their respective roles, of shared principles, norms, rules, decision-making procedures and programs that shape the evolution and use of the internet.

  • Internet Governance Forum

    • A multistakeholder entity for policy dialogue on issues related to internet governance. It brings together all stakeholders (governments, private sector, civil society, technical community, academia) on an equal basis and through an open and inclusive decision-shaping process.

  • Internet of citizens

    • A Council of Europe recommendation that promotes the human and cultural dimension of the internet to complement the internet of things. It is a new notion which calls for a people-centered approach to the internet, in particular to empower everyone who uses and relies upon it for their everyday activities.

  • Internet of things

    • The network of physical devices, sensors, captors, vehicles and appliances embedded within electronics and interconnected via the IT networks. It enables these items to exchange data and take decisions without human agency, via the existing internet infrastructure. Smart applications are applied to homes, cities, cars, power grids, etc. For DCE, challenges arise in terms of data management, privacy and security and overall agency of human citizenship and empowerment in relation to automated devices.

  • ISOC (Internet Society)

    • An international non-governmental organization for global co-operation and co-ordination for the internet and its internetworking technologies and applications. The society’s individual and organizational members are bound by a common goal to maintain the viability and global scaling of the internet.

  • Malware

    • An umbrella term referring to various forms of harmful or intrusive software, which include viruses, worms, Trojan horses, spyware and adware. Malware is made with malicious intent to take control of a user’s computer. It can create many vulnerabilities and requires competences to protect oneself with software and firewalls.

  • Netizen

    • A portmanteau of the words “internet” and “citizen”, as in “citizen of the net”. It describes a person actively involved in online communities or the internet in general. It denotes active engagement in improving the internet, making it an intellectual and a social resource, or improving its surrounding political structures, especially with regard to open access, net neutrality and free speech.

  • Nomophobia

    • The fear of being without access to a working mobile phone.

  • Participation

    • The right to a healthy interaction between people in online communities, via wikis, blogs, games and social media. For DCE, it is associated with self-expression, community building, engagement in citizenship, influence and well-being.

  • Phishing

    • A portmanteau of the words “phreaking” and “fishing” to imply the idea of using bait to lure a victim. It is the attempt to obtain sensitive personal information (SPI) by pretending to be a trustworthy entity (bank, friend, social media). The purpose is to direct the user to fake websites that can distribute malware or use the SPI for other illicit purposes.

  • Privacy

    • The right of personal privacy transcribes online as the possibility to store and share data and display content pertaining to oneself. For DCE, the challenges relate to disclosure and its risks to well-being, cyberbullying, e-presence and commercial profiling.

  • Profiling

    • The process of examining the data available in an existing database and of applying statistics to provide metrics about people or other phenomena. It enables data quality and data repurposing for other contexts and applications (like learning analytics for instance). For DCE, the challenges are about awareness of this gathering of data and possible misuses to nudge consumption and intrude on privacy.

  • Protection

    • The right to online data protection is closely linked to security and privacy and enshrined in the General Data Protection Regulation. It transcribes as the responsibility to keep digital activities safe by ensuring that data are not stolen or used by third parties without the user’s consent and knowledge. For DCE, the challenges relate to the risks to privacy and security in national and cross-border contexts.

  • Robot

    • A machine programmed by computer that carries out tasks automatically. It can replace humans in repetitive or dangerous activities. An internet robot or “bot” is a software application or intelligent agent that runs automated tasks on the internet, like web crawling, to analyze files from web servers. Chat bots are used to converse in natural language with users and social bots are employed in social media networks to generate messages. For DCE, the concerns are about ethical challenges linked to the risk of increased autonomy of robots and their replacing human functions (work, war or teaching).

  • Search engine

    • A software system designed to search for information on the World Wide Web and retrieve it for users. The information may be a mix of different types of files (including web pages and images). They can be used for data mining with specific algorithms. For DCE, the challenges are about risks connected to the manipulation of searches for political, commercial and other reasons.

  • Security

    • Security refers to the processes and practices for handling and protecting personal information and data from unauthorized access and usage, and defending computers, servers and mobile devices, electronic systems and networks from data leakages and malicious attacks. For DCE, knowledge of the challenges posed by security is crucial to a healthy and balanced perception of the risks and opportunities of online-offline relations.

  • Selfie

    • A self-portrait, taken from a smartphone and shared online via social media. For DCE, the challenges concern harmful content and harmful behavior connected to cyberbullying, eating disorders and the impact on emotional life.

  • Slacktivism

    • A combination of the verb “to slack” and the term “activism” to refer to a minimalist form of online participation. It is a form of criticism for lack of online engagement, if the activities and performances only consist in liking and sharing or signing petitions.

  • Social media

    • A series of applications and services that facilitate social interaction, based on a logic of sharing data and content. It has become a generic term used to describe social networking sites that host communities of members who share interests and activities. Members have to create user profiles and can share tools to upload texts, pictures or other files, post messages on message boards and take part in forums. Many social networking sites are barred to children under 13 and provide safety profile settings, following COPPA (Children’s Online Privacy Protection Act, a US Federal Law from 1998). For DCE, the opportunities are numerous: for distance learning (MOOCs) or for enabling citizens to overcome former social and physical barriers to obtain new professional qualifications. The risks are linked to challenges to privacy and security.

  • Terms of service (TOS)

    • Also known as terms of use (TOU), rules to which one must agree in order to use an online service. They tend to be merely a disclaimer, especially regarding the use of websites.

  • Traces

    • The history of activities of an internet user as a result of his/her online navigation. The activities fall into three categories of data: information deliberately provided (name, for example), information collected by third parties (such as cookies) and information provided inadvertently (for example, through comments). Traces are transformed into big data and are mined via algorithms. For DCE, they raise issues of privacy and safety.

  • Troll

    • A person who sows discord online by posting inflammatory messages, often off-topic in a community (a newsgroup or chat room). The intent is to disrupt a community, to upset other people and to elicit