Digital citizenship is the extension of traditional citizenship into the use of technology and digital platforms. This includes knowledge and skills in many specific areas that can be summarized as safety, property, etiquette, and perceived personality. This requires students to have a wide variety of skills and knowledge including security/privacy, rights and responsibilities, law, health and welfare, technological fluency, social skills, commerce, and equitable access (Brace, 2020). Digital citizenship is a very complicated issue as it ties together so many different life skills and values, but it can be summarized as leading a healthy and constructive digital life.
Digital citizenship is important to learn and practice as increasing portions of our lives are spent online, particularly with the global pandemic that requires us to socially interact online rather than in person. Learning digital citizenship is also an important part of learning general citizenship as it is an extension of the same concept, if one can learn to interact with others in person then it is a natural progression to then learn how to interact with others through digital media. Historically one of the facets of digital citizenship that has been most poorly learned is the reality that, just as in face to face interactions, there is always someone on the receiving end of all comments. In person this is easy to observe as the reaction of the recipient is immediately observed, however in an online setting the audience is much larger and often not considered.
For this particular issue Spiegler (2015) provides five ways for educators to address what she calls “cyberhate”. When encountered do not support or reinforce the hate, report it, support the targets, speak out against it, and engage in activism. One of the most effective ways of teaching digital citizenship is to put students in active decision-making scenarios in a formative assessment setting to give context to issues and to give practice in dealing with contentious situations. A digital game-based learning environment was developed to explore this possibility (Tapinagkae Et. Al, 2020). It was used to effectively teach digital citizenship behaviours and promoted their motivations and online emotional perceptions. I believe it is important to continue to implement and explore possible ways to instill values of digital citizenship in students as it is becoming increasingly important to leading a healthy life.
Brace, A. (2020, March 23). The Podcast Playback: The “9 Elements of Digital  Citizenship” Edition. Retrieved November 15, 2020, from https://edtechendeavours.com/2020/02/12/the-podcast-playback-the-9-elements-of-digital-citizenship-edition/
Spiegler, J. (2015, October 07). Tool or Weapon? Addressing Cyberhate in the Classroom. Retrieved November 15, 2020, from https://www.edutopia.org/blog/tool-weapon-addressing-cyberhate-classroom-jinnie-spiegler
Tapingkae, P., Panjaburee, P., Hwang, G., &; Srisawasdi, N. (2020). Effects of a formative assessment-based contextual gaming approach on students’ digital citizenship behaviours, learning motivations, and perceptions. Computers &; Education, 159, 103998. doi:10.1016/j.compedu.2020.103998