Teaching Digital Citizens in Today's World:
Research and Insights Behind the
Common Sense Digital Citizenship Curriculum
Credits
Authors:
Carrie James, Ph.D., Project Zero
Emily Weinstein, Ed.D., Project Zero
Kelly Mendoza, Ph.D., Common Sense Education
Copy editor:
Jen Robb
Designers:
Elena Beroeva
Suggested citation:
James, C., Weinstein, E., & Mendoza, K. (2021). Teaching digital citizens in today's world: Research and insights behind the
Common Sense K–12 Digital Citizenship Curriculum. (Version 2). San Francisco, CA: Common Sense Media.
This is an updated version of the original report published in 2019.
Common Sense Education and Project Zero are grateful for the generous support provided for
the work described in this report from the Bezos Family Foundation, the William and Flora Hewlett Foundation,
Niagara Cares, and Susan Crown Exchange.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 1
Table of Contents
A Letter from Our Founder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
The Digital Landscape by the Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Children and Digital Media: An Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Children, age 0 to 8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Tweens and Teens, age 8 to 18 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Our Approach to the Digital Citizenship Curriculum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
What Is Digital Citizenship? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
About the Digital Citizenship Curriculum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Our Guiding Theory: A Skills and Dispositions Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Five Core Dispositions of Digital Citizenship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Cornerstones of the Curriculum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Rings of Responsibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Digital Life Dilemmas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Repetition and Routines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Poems, chants, and songs (elementary school) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Thinking Routines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
1. Digital Habits Check-Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
2. Feelings and Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
3. Take a Stand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
A Look Inside the Curriculum: Six Topics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Media Balance & Well-Being . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Privacy & Security . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Digital Footprint & Identity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Relationships & Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Cyberbullying, Digital Drama & Hate Speech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
News & Media Literacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Implementing Digital Citizenship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Engaging Families . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
About the Authors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Project Zero Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Acknowledgements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Appendix: About the Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 2
A Letter from Our Founder
Digital media and technology continue to evolve at a dizzying pace,
bringing extraordinary opportunities as well as real challenges for our
nation's young people. Kids and teens are using the immense power of the
internet and mobile technologies to explore, connect, create, and learn in
ways never before imagined. But with this power come ethical dilemmas
and challenging issues, such as cyberbullying, hate speech, privacy
violations, digital distraction, and more, which are surfacing both in
schools and at home.
As a result, educators and parents are struggling with how to make sense of this new world and
how to empower kids to use technology responsibly to learn, create, and participate—in other
words, how to be digital citizens.
Since we released our original digital citizenship curriculum in 2010, educators have turned to
Common Sense Education as a trusted guide on digital citizenship. We reach over 60 percent of
U.S. schools and are committed to continue that work to reach a new generation of students.
To that end, we are so grateful to again team up with our longtime collaborators at Project Zero.
Project Zero's deep expertise on issues of thinking, learning, and young people and technology
ground our curriculum in the most current research, providing an instructional framework that
supports developing both students' skills and dispositions so they can confidently navigate the
thorny and puzzling issues of the digital age.
At Common Sense, we believe that digital citizenship is a foundational skill for learning and life.
As the lines between digital life and real life merge, we must prepare young people to harness the
power of technology for responsible participation and active engagement. Today's students are
our next generation of leaders, product designers, engineers, educators, and businesspeople.
Without a firm grounding in the ethical and moral questions of digital life—our students' real
lives—we cannot prepare them for the future. This is a call to action for all educators and parents.
Join us in bringing digital citizenship education to every student everywhere.
Sincerely,
Jim Steyer
Founder and CEO
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 3
The Digital Landscape by the Numbers
1
1
V. Rideout & M. B. Robb, "The Common Sense census: Media use by tweens and teens, 2019," San Francisco, CA:
Common Sense Media, 2019, https://www.commonsensemedia.org/research/the-common-sense-census-media-use-by-
tweens-and-teens-2019; V. Rideout and M.B. Robb, "The Common Sense Census: Media Use by Kids Age Zero to Eight,
2020: Common Sense Media," Common Sense Media: Ratings, reviews, and advice, November 17, 2020,
https://www.commonsensemedia.org/research/the-common-sense-census-media-use-by-kids-age-zero-to-eight-2020.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 4
Introduction
In 2009, Common Sense Education explored expanding their education programs to schools, and
began a collaboration with researchers at Project Zero at the Harvard Graduate School of
Education. Project Zero (PZ) has a long history of conducting research and developing powerful
pedagogies for schools and other learning environments. This collaboration supported the
development of Common Sense Education's first curriculum, at that time called the Digital
Literacy and Citizenship Curriculum, which launched in 2010. The curriculum built on key insights
from Project Zero's research on how young people engage with moral and ethical issues in digital
life. This was the first comprehensive digital citizenship curriculum, and at the time "digital
citizenship" was not a well-known term.
Digital citizenship is the responsible use of technology
to learn, create, and participate.
Fast-forward to today, and Common Sense Education has more than 1.3 million educator
members registered worldwide. While the free Digital Citizenship Curriculum has been highly
2
successful on many counts, the ever-changing digital landscape brings forth new issues for young
people themselves and for schools.
Our collaboration with Project Zero (PZ) allows for timely, research-backed resources to schools
to help students navigate digital life. A collection of PZ projects—led at various times by Carrie
James and Emily Weinstein, Howard Gardner, and Katie Davis —have focused on the ways apps
and digital tools intersect with young people's social and emotional well-being; imagination and
creativity; intimacy and close relationships; moral and ethical responsibilities; and civic agency.
And since 2017, a suite of research initiatives at PZ led by Carrie James and Emily Weinstein have
zeroed in on digital dilemmas: the personal, moral, ethical, and civic dilemmas of today's
2
Thanks to Common Sense Education's supporters for making Digital Citizenship Curriculum free and available to
schools.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 5
networked world. This research has foregrounded the experiences of young people and the
perspectives of innovative educators.
3
This report includes key insights about young people and digital life, and explains how they lay the
framework for Common Sense Education's Digital Citizenship Curriculum. We describe the
curriculum's unique approach, grounded in Project Zero's research, which focuses on pedagogical
strategies that support both skills and dispositions. We explain our approach to digital citizenship,
including the importance of a whole-community approach among educators, students, and families
in creating a positive culture around media and technology.
Children and Digital Media: An Overview
Since the 2010 launch of what is now called Common Sense Education's Digital Citizenship
Curriculum, digital and social technologies have become increasingly pervasive, and now are
arguably indispensable tools for navigating our world. Today's young people lead profoundly
connected and networked lives.
Children, age 0 to 8
Young children engage with media early in life, from the time they can look at a screen and hold a
device. This section outlines the latest results of the Common Sense Census study of media use in
the lives of children age 0 to 8.
4
Children age 0 to 8 spend an average of nearly 2.5 hours per day with screen media, with 5- to -8
year-olds spending three hours per day with screens. More than two-thirds (67%) of 5- to
8-year-olds have their own mobile device, and on average, children in this age group spend an hour
and 15 minutes a day using mobile media. TV and video viewing is the most popular activity among
this age group, and though this finding hasn't changed much since 2011, the platforms and devices
where children watch videos have changed. It's important to note that screen time from child to
child varies: On any given day, 23% of 0- to 8-year-olds don't use any screen media, while 24%
spend more than four hours with screens.
4
Rideout & Robb, "The Common Sense Census: Media Use by Kids Age Zero to Eight, 2020: Common Sense Media."
3
See Appendix (About The Research) for further details about relevant Digital Dilemmas research
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 6
Mobile media devices are almost universally accessible in young children's homes, with 97% of
homes having at least one smartphone and 75% having a tablet. Nearly half (48%) of all children
have their own mobile device (46% of 2- to 4-year olds, and 67% of 5- to 8-year-olds).
The study revealed some differences as it relates to children from different socioeconomic groups,
including race/ethnicity, household income, and parent education. Children in lower-income
households spend an average of nearly two hours a day more with screen media than those in
higher-income homes (3:48 hours vs. 1:52). Black children average 2:17 hours more screen use per
day than White children, and 1:06 hours more than Hispanic/Latinx children. The growing
differential in screen use by race and income may be due to both the expansion in access to and
embracement of mobile devices, but also socioeconomic factors. In addition, the frequency and
5
amount of time spent reading among children from lower-income households has increased, with
daily reading time up from 26 to 43 minutes a day from 2017 to 2020.
Parents of children age 0 to 8 are the most involved in selecting, monitoring, and co-using media
with their children. Parental involvement decreases as children get older. The majority of parents
report positive views overall about screen media, such as the amount of time their kids spend with
screens, the impact screen media has on their child, the quality of the content available to them, or
the challenges of getting their children to disengage with screens when it's time for other
activities. Six in 10 (60%) parents say their child spends "the right amount of time" with screens,
and 75% say they are satisfied with the amount and quality of the educational media available to
their children.
Parents also agree that media helps their child with learning (72%) and creativity (60%). In a
landscape analysis of digital media use on children's executive functioning age 0 to 8, there is
6
evidence that children who consume high-quality media content are more likely to develop strong
executive functioning skills.
7
7
H. Smith, "Children, executive functioning, and digital media: A Review," 2020, https://www.commonsensemedia.org/
research/children-executive-functioning-and-digital-media-a-review-2020.
6
Executive functioning refers to attention-regulation skills developed in the prefrontal cortex, such as working memory,
inhibitory control, and cognitive flexibility.
5
Various socioeconomic factors may be at play, including access to child care, extracurricular activities, and lack of safe
outdoor spaces for kids to play. Screen media provide affordable activities compared to other options. See Vicky
Rideout's explanation in: R. Molla, "Poor kids spend nearly two hours more on screens each day than rich kids," 2019,
Vox, https://www.vox.com/recode/2019/10/29/20937870/kids-screentime-rich-poor-common-sense-media.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 7
Tweens and Teens, Age 8 to18
As children get older into the tween and teen years, media use increases and diversifies. This
section outlines the latest results of the Common Sense Census study of media use in the lives of
tweens and teens age 8 to 18. As of 2019, the amount of daily screen time—not including for
8
homework or school work—was on average 4:44 hours for tweens and 7:22 hours for teens. By
age 11, 53% of kids have their own smartphone, and by 12 this percentage leaps to 69%.
Smartphone ownership has grown since 2015 among all age groups, from 24% of tweens in 2015
9
to 41% in 2019, and from 67% to 84% for teens.
What are tweens and teens doing on their screens? For tweens, 53% of time is spent watching
television or videos and 31% gaming. Teens spend 39% of time watching television and videos,
10
22% gaming, and 16% on social media. The least amount of time for both age groups is spent
video-chatting, creating (writing, art, music), or e-reading. The activities and proportions are very
similar to the same study conducted in 2015. The use of computers for schoolwork increased
11
from 2015 to 2019, with 27% of tweens and 58% of teens reporting that they use computers for
school daily.
The amount of time watching online videos has increased substantially from 2015 to 2019. The
percentage of tweens and teens who say they watch online videos "every day" has doubled, from
25 to 56 daily minutes for tweens, and 35 to 59 daily minutes for teens. YouTube is the top
platform where tweens and teens watch videos. Social media use increases from tween to teen
12
years, with the average amount of time teens spend on social platforms at 1:10 hours per day,
virtually unchanged from 2015, but the proportion of teens who say they use social media daily
increased from 45% in 2015 to 63% in 2019. The median age of first social media use is 14.
Twenty-seven percent of tweens use computers for homework every day, as do nearly six in 10
teens (59%). This is a substantial increase from just four years ago, when only 11% of tweens and
12
This is true even though YouTube is for those age 13 or older.
11
Rideout, "The Common Sense Census: Media Use by Tweens and Teens."
10
Note that TV and video watching includes streaming platforms such as YouTube and Netflix.
9
V. Rideout, "The Common Sense Census: Media Use by Tweens and Teens," Common Sense Media, 2015,
https://www.commonsensemedia.org/sites/default/files/uploads/research/census_researchreport.pdf
8
Tweens are defined as 8 to 12 years old, and teens are defined as 13 to 18 years old; Rideout & Robb, "The Common
Sense census: Media use by tweens and teens, 2019."
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 8
29% of teens said they used a computer for homework every day. On average, teens spend 41
minutes a day doing homework on computers, a 12-minute increase from 2015.
As tweens and teens participate in the media environment, they are developing their identities,
learning about relationships, and communicating with both known and unknown others. Young
people's online identities are routinely tied to their real names, identities, and offline relationships.
Their digital footprints are increasingly coproduced with peers who casually snap images
13
throughout the day, upload group pictures, and tag each other in posts. And their app use is
14
undoubtedly a moving target: Tweens and teens periodically discover and migrate to new apps,
and they leverage existing app features in novel ways (e.g.,
using geolocation to track social gatherings in real time;
tagging friends who aren't in pictures so they will receive
push notifications; utilizing apps to manage multiple
accounts so they can intentionally split their audiences). We
have seen a rise in young people's uses of apps that allow
content to be ephemeral (i.e., posts set to default disappear in
a few seconds or after 24 hours) and a noteworthy interest in
apps that allow them to solicit and exchange anonymous peer
feedback to sensitive questions, such as "Am I attractive?,"
"Do people really like me?," and "Be honest: Are we friends?"
Beyond dynamics among friends and peer groups, the wider
world also plays a consequential role in young people's digital
lives. The current media context, fake news concerns,
political polarization, and activism around urgent public issues—including gun control,
immigration, sexual harassment, hate speech, and racism—involve a dynamic digital component.
The tone and content of social media posts can mislead, intimidate, or dissuade. However, there
14
T. Leaver, T. Highfield, & C. Abidin, "Instagram: Visual Social Media Cultures," Polity, 2020; B. Robards & S. Lincoln,
"Growing up on Facebook," Peter Lang Publishing, 2020.
13
S. Zhao, S. Grasmuck, & J. Martin, "Identity construction on Facebook: Digital empowerment in anchored
relationships," Computers in Human Behavior, 24(5), (2008): 1816–1836; K. Davis & E. Weinstein, "Identity
development in the digital age: An Eriksonian perspective," in M. F. Wright (Ed.), Identity, sexuality, and relationships
among emerging adults in the digital age (pp. 1–17). Hershey, PA: IGI Global, 2017; S. M. Reich, K. Subrahmanyam, & G.
Espinoza, "Friending, IMing, and hanging out face-to-face: overlap in adolescents' online and offline social networks,"
Developmental Psychology, 48(2) (2012): 356–368.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 9
are positive opportunities for young people when it comes to voice, dialogue, and civic
engagement.
15
Tweens and teens can leverage the ability to reach broad audiences, but they must wrestle with
the persistent or "forever" nature of online posts. They are tasked with anticipating invisible and
even unintended audiences for their posts. Apps and platforms are designed to highlight metrics
such as likes, streaks, shares, viewer counts, and favorites, which provide quantified implications of
social acceptance, approval, or disapproval. Young people sometimes struggle with the always-on
nature of digital media, feeling the need to check, respond to, and be tethered to devices. Features
such as these can alter, amplify, and transform adolescents' experiences of their peer relationships.
16
Despite these challenges, teens perceive a range of upsides to social media. Teens view social
media as important sites for connection, entertainment, socialization, and learning. They can
17
participate civically and engage their interests. They can deepen relationships and express
themselves in ways that support key developmental tasks. This doesn't mean that there aren't real
challenges, too. Teens who think social media has had a negative influence cite bullying and the
spread of rumors, disruption of meaningful human interactions, a sense that social media gives an
unrealistic view of people's lives, and concerns that their peer group spends too much time on
social apps. What's more, teens can feel pulled into screens even when they wish they were
18
engaged in other activities. Also, urgent civic issues that demand attention can create pressures to
post on social media, even when teens question the impact.
19
In this mixed landscape, adults are poised to play crucial roles in guiding young people. Kids are
observing and learning how to navigate the internet and digital devices, whether from family or
19
E. Weinstein & C. James, "Behind their screens: What teens are facing (and adults are missing)," Cambridge, MA: The
MIT Press, Forthcoming, 2022a.
18
M. Anderson and J. Jiang, "Teens, Social Media, & Technology," Pew Research Center, 2018,
http://assets.pewresearch.org/wp-content/uploads/sites/14/2018/05/31102617/PI_2018.05.31_TeensTech_FINAL.pdf
17
Weinstein, E. (2018). The social media see-saw: Positive and negative influences on adolescents' affective well-being.
New Media & Society, (20)10, 3597–3623.
16
J. Nesi, S. Choukas-Bradley, & M. J. Prinstein, "Transformation of adolescent peer relations in the social media context:
Part 1—A theoretical framework and application to dyadic peer relationships," Clinical Child and Family Psychology
Review (2018): 1–28, https://doi.org/10.1007/s10567-018-0261-x.
15
J. Kahne, E. Middaugh, & D. Allen, "Youth, new media and the rise of participatory politics," in D. Allen & J. Light (Eds.),
From voice to influence: Understanding citizenship in a digital age. Chicago, IL: University of Chicago Press, 2015; A. Kaskazi
& V. Kitzie, "Engagement at the margins: Investigating how marginalized teens use digital media for political
participation," New Media & Society, 2021; R. Marchi & L. S. Clark, "Social media and connective journalism: The
formation of counterpublics and youth civic participation," Journalism, 22(2) (2021): 285–302.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 10
educators, regarding online privacy and what's OK or not OK to share, how we communicate with
others, how we search for and make sense of information and news, and overall how we
participate in our interconnected world. Early on, kids are developing habits of media use in their
everyday lives that they'll carry into adulthood.
Parents also have concerns around their kids' media use, and they look to schools for advice on
parenting in a digital age. For younger kids, parents are often most concerned about content (sex,
violence, depictions of drugs and alcohol, gender and racial stereotypes) and overall screen time.
20
For older kids, parents are still concerned with content and screen time, but they're also worried
about what kids are posting and with whom they're communicating.
21
As young people and adults navigate the digital world, they also face dilemmas and sticky
situations that lack clear-cut right or wrong answers, such as, "How much communication with
friends is too much?," "What is the boundary between being authentic and oversharing?," and "If
someone posts an offensive comment on social media, should I leverage the technology at my
fingertips to call them out publicly, even if it might damage their reputation?"
Digital life is here to stay, and supporting young people requires more than simply managing
screen time and setting strong passwords. We believe that preparing young people to leverage the
positive potentials, navigate the challenges, and manage thorny dilemmas is our best way forward.
Educators play a vital role in this preparation, and today's landscape requires reexamining what
and how we teach.
Our Approach to the Digital Citizenship Curriculum
Children are growing up with the power of digital media and technology to explore, connect,
create, and learn in new ways. With this power, young people have great opportunities, but they
also face challenges and dilemmas. Schools are dealing with the ramifications, including issues
such as online safety, cyberbullying, privacy, hate speech, misinformation, and digital distraction.
21
Rideout, "The Common Sense Census: Media Use by Tweens and Teens"; Rideout, "The Common Sense census: Media
use by kids age zero to eight."
20
Rideout, "The Common Sense Census: Media Use by Tweens and Teens"; V. Rideout, "The Common Sense census:
Media use by kids age zero to eight," Common Sense Media, 2017,
https://www.commonsensemedia.org/sites/default/files/uploads/research/csm_zerotoeight_fullreport_release_2.pdf.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 11
To address these issues, many schools are working to create a positive culture around media and
technology by incorporating digital citizenship education as part of their curricula.
The Digital Citizenship Curriculum addresses topic areas that are based on academic research and
concerns from children, educators, and parents. The lessons are intentionally designed to cultivate
both skills and dispositions to help young people thrive in our interconnected world. This is all the
more important because children and teens face many decisions and dilemmas as they live their
lives with and through media and technology, from what they're consuming and what they're
sharing, to how they're interacting and communicating with others.
What Is Digital Citizenship?
We define digital citizenship as the responsible use of technology to learn, create, and participate. To
22
break it down simply, it's the combination of "digital" and "citizen." "Digital" refers to a unique set
of skills and dispositions within online spaces and with the media and technology we interact with.
For example, the way we communicate online is different from the way we communicate
face-to-face, because it comes with a unique set of challenges (e.g., texting lacks vocal tone or
facial expressions, the ability to be anonymous online, feeling less inhibited in digital
communication, etc.). The term "citizen" refers to being a member and inhabitant of a community,
23
including the rights and responsibilities we all have to ourselves, to our communities, and to the
broader world. In this sense, the "digital world" is our community, and anyone who participates is
an inhabitant. As digital citizens, our individual and collective actions work together to create the
kind of digital world we want to live in. Our goal is to support students, educators, and families in
participating positively in the digital world.
However, navigating the digital world can be tricky. As young people participate, they face
dilemmas that don't always have clear-cut right or wrong answers. As we updated lessons in the
curriculum, we focused on addressing relevant challenges for students, schools, and families. This
meant ensuring we understood not only predictable challenges, but also more complex dilemmas
or tensions are relevant to young people's digital lives and participation. Part of this work involved
an exploratory survey where we asked questions such as, "Is it OK to take a break from social media
23
We are aware of the complex political and cultural connotations and history with the term "citizen." However, we find
the term valuable in its broadest, idealistic sense.
22
Many thought leaders have been pivotal in defining digital citizenship framework, including: Mike Ribble's Nine
Elements of Digital Citizenship, International Society for Technology in Education's Digital Citizenship Competencies of
Digital Citizenship, the UK Council for Internet Safety's Education for a Connected World framework.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 12
for a few days?" In our surveys of more than 3,600 middle and high school age students (see
Appendix), a strong majority (83%) agreed that it's OK to take self-care breaks. This is
encouraging. And yet, a majority (71%) also said that being a good friend means being available for
friends whenever they might need you.
We also collected open-ended insights from young people, and explored their perspectives
through formal focus groups, advisory sessions, and classroom observations. This data deepened
our understanding of the tensions they feel and face. For example: Young people describe feeling
pressure to stay accessible in case friends have 'emergencies' or need support. Some also fear that
failing to be responsive might cause conflict or make friends mad.
In a 24/7 digital world, this can mean that values like self-care and being a good friend are pitted
against each other as teens and tweens try to navigate their personal media balance. In this
context, we see why core social and emotional competencies are crucial, including relationship
skills, social awareness, and self-management skills, all of which are essential for developing
healthy identities, managing emotions, showing empathy, and developing fulfilling relationships.
24
When it comes to the topic of digital footprints, we know that young people are divided on key
dilemmas, like the use of online content to determine college admissions. When asked whether it's
fair for college admissions to consider applicants' social media posts, 39% of agreed, 33% disagreed,
and 28% were undecided. Interestingly, data from educators that we collected at the outset of this
project in 2017 showed that they tended to agree overwhelmingly (72%) with colleges'
consideration of online content. This dilemma touches on key tensions between accountability and
privacy that are arguably all the more relevant today. The ways that the views of young people and
adult can misalign is also a relevant consideration as we identify how to support reflective and
responsible attention to digital footprints most effectively.
A final example relevant to the broader world and civic life: Is it OK to share violent videos online to
call attention to what's going on in the world? In our surveys of students in 2018 to 2019, we
observed polarized responses to this dilemma (41% of students disagreed, 35% agreed, and 24%
were undecided), which are suggestive of tensions between the importance of documenting
injustices and protecting vulnerable online audiences who may be negatively impacted by explicit
24
Digital citizenship has strong intersections with social and emotional learning (SEL). Our Digital Citizenship
Curriculum is aligned to CASEL's Standards.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 13
content. These kinds of dilemmas call for students to learn strategies to support responsible
decision-making, and being able to take others' perspectives in considering how to take action.
25
The Digital Citizenship Curriculum is designed with tensions like these in mind.
Digital citizenship curricula are increasingly being implemented in schools, and can be seen as an
essential foundation for digital learning. In Common Sense's 2019 nationally representative
26
survey of 1,200 K–12 teachers, approximately 60% used some type of digital citizenship
curriculum or resource with students in their classrooms. Seventy percent of teachers report
teaching at least one type of digital citizenship competency, and 60% said they did so at least
monthly. The most commonly taught topics included cyberbullying (46%), privacy and safety
(44%). Common Sense Education aims to equip young people with the knowledge and skills to
27
navigate the digital world as well as the dispositions and agency to apply those skills with intention
in their everyday lives.
About the Digital Citizenship Curriculum
Our original Digital Literacy & Citizenship Curriculum was first launched in 2010. Since then,
we've revised the curriculum several times. The most recent comprehensive revision was launched
per grade level between 2019 and 2020, based on the latest research findings from Project Zero.
This version included a revision of the core topics of digital citizenship that are essential to teach
students. We will delve into these core topics and how we approach them in our lessons later in
this report, but list them here with links to the topic overviews:
Media Balance and Well-Being
Privacy & Security
Digital Footprint & Identity
Relationships & Communication
Cyberbullying, Digital Drama & Hate Speech
News & Media Literacy
27
V. Vega & M. B. Robb, "The Common Sense census: Inside the 21st-century classroom," San Francisco, CA: Common
Sense Media, 2019,
https://www.commonsensemedia.org/sites/default/files/uploads/research/2019-educator-census-inside-the-21st-cent
ury-classroom_1.pdf.
26
E. Weinstein & C. James, "School-based initiatives promoting digital citizenship and health media use" In J. Nesi, E.
Telzer, & M. Prinstein (Eds), The Handbook of Adolescent Digital Media Use & Mental Health, Cambridge University
Press, Forthcoming, 2022b; Cortesi et al., "Youth and Digital Citizenship+ (Plus): Understanding Skills for a Digital
World," Berkman Klein Center for Internet & Society, 2020.
25
Responsible decision-making is one of CASEL's five core competencies for SEL.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 14
The curriculum, available in U.S. and U.K. versions, includes 73 easy-to-implement lessons across
13 grades/years (age 5 to 18), with 32 videos. We also provide "quick activities" for informal
learning and time-limited settings, and engaging interactive games that jump-start students'
learning (Digital Passport, Digital Compass, and Social Media Test Drive ). There are also
28
collections that provide a deeper dive into topics related to digital citizenship, including social and
emotional learning, civic learning, news and media literacy, and cyberbullying. For more
information, see the Curriculum Overview.
In addition, we strongly believe in a whole-school approach to digital citizenship including
educators, school leaders, and families. To that end, every lesson includes a take-home family
activity and family tip sheet. Common Sense also provides Family Engagement Resources to
educate parents and guardians about supporting children's digital lives, making a home-school
connection from children's learning in school to home.
We also provide professional development and support in implementing our program, primarily
through synchronous and asynchronous online workshops, webinars, videos, and articles, and a
Common Sense Education Recognition Program to recognize educators, schools, and districts
committed to teaching students digital citizenship. And for school and district leaders, we provide
our Digital Citizenship Implementation Guide with planning documents and case studies to help
schools integrate digital citizenship into their curriculum.
Our Guiding Theory: A Skills and Dispositions Approach
The Digital Citizenship Curriculum is designed to foster both necessary skills and essential
dispositions for digital citizenship. Though it's important for students to learn the practical skills to
navigate the digital world, they also need to cultivate dispositions to then enact those skills in their
everyday lives. Dispositions guide students' thoughts and behaviors as they go about their lives.
They shape what students think and care about, and they influence when they use their skills.
29
29
D. N. Perkins, E. Jay, & S. Tishman, "Beyond abilities: A dispositional theory of thinking," Merrill-Palmer Quarterly:
Journal of Developmental Psychology, 39(1) (1993): 1–21; D. N. Perkins & S. Tishman, "Learning that matters: Toward a
dispositional perspective on education and its research needs," Harvard Graduate School of Education, 2006,
http://www.pz.harvard.edu/sites/default/files/Learning%20that%20Matters.pdf.
28
Social Media Test Drive is a collaboration between Common Sense Education and Social Media Lab at Cornell
University.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 15
We need to help students develop crucial digital citizenship skills, like how to create strong
passwords and protect private information, assess the credibility of online sources, and consider
how an online comment might make another person feel. But we also want to build dispositions
that will help them put those skills into practice. We want to support dispositions like slowing
down and recognizing dilemmas as they arise, seeking facts and evidence to make informed
decisions, and being curious about views that differ from their own. Ultimately, focusing on both
skills and dispositions is key if we aim to help young people be responsible, reflective, and ethical
decision makers in their connected lives.
Skills
Examples
Abilities, competencies, or things one knows how to
do
Creating a strong password
Customizing privacy settings
Assessing the credibility of a website
Expressing an idea in a coherent way
Identifying phishing and clickbait
Dispositions
Examples
Ongoing tendencies that guide thinking and behavior
and shape whether and how people use their
knowledge and skills
30
Thinking through possible outcomes before posting or
replying to something
Noticing an offensive comment and carefully weighing
whether or how to respond
Slowing down to reflect before posting a photo or
information about someone else
Five Core Dispositions of Digital Citizenship
Which dispositions should we target? The Digital Citizenship Curriculum is designed to support
five core dispositions the Project Zero team and Common Sense Education believe young digital
citizens should embody in all domains of life—in school, at home, and in their communities. Across
the curriculum, we've incorporated ways to foster the five dispositions:
Five Core Dispositions of Digital Citizenship
Disposition
Strategies for Students
Slow down and self-reflect
Notice your gut reaction.
Push beyond your first impression.
Recognize that situations can be complex.
Routinely take stock of your habits.
Pay attention to "red flag feelings."
31
31
"Red flag feeling" is a term used in our middle and high school lesson plans, meaning "when something happens on
digital media that makes you feel uncomfortable, worried, sad, or anxious."
30
Perkins, Jay, & Tishman, "Beyond abilities: A dispositional theory of thinking."
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 16
Explore perspectives with
curiosity and empathy
Be curious and open-minded.
Think about other people's points of view.
Care for other people's feelings.
Weigh different people's values and priorities as well as your own.
Consider moral, ethical, and civic responsibilities (the rings of responsibility).
Seek facts and evaluate
evidence
Investigate and uncover relevant facts.
Seek, evaluate, and compare information from multiple credible sources .
Be alert to disinformation and conspiracy messages.
Envision options and impacts
Envision possible courses of action.
Consider how different choices reflect your values and goals.
Stay alert to responsibilities to yourself and others.
Evaluate possible impacts.
Take action and responsibility
Decide on a course of action that feels positive and productive.
Make changes in digital habits to support well-being.
Ask for help when you need it.
Be an ally and upstander for others.
Cornerstones of the Curriculum
The cornerstones of the curriculum are (1) the Rings of Responsibility framework, (2) Digital Life
Dilemmas that reflect real situations kids may face in their everyday lives, and (3) Repetition and
Routines that strategically build dispositions for digital citizenship. These cornerstones of the
curriculum work together across every grade level and every topic.
Rings of Responsibility
Our digital habits and choices affect ourselves, our friends and families, our communities, and
unknown others across the globe. The Rings of Responsibility framework guides us to consider our
personal well-being alongside broader moral, ethical, and civic
considerations. This means that we have a responsibility not only
for the impact of our actions for ourselves but also for our
communities and the broader world. The outer rings are especially
important given the challenge of ethical blind spots when making
choices online. We use Rings of Responsibility as a lens in our
32
overall curriculum design. Some lessons emphasize the role of the
Self (as in lessons teaching students about personal media balance,
digital footprints, or representing one's identity online), whereas other lessons focus more on
one's role as a digital citizen in their Community and the World (as in lessons that focus on
cyberbullying, hate speech, healthy relationships, and building positive online communities).
32
C. James, "Disconnected: Youth, new media, and the ethics gap. Cambridge, MA: The MIT Press, 2014.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 17
Key Orienting Lesson & Video
The Rings of Responsibility lesson (third grade, age 8 to 9) introduces the concept of having responsibilities to
yourself, your community, and the broader world. Students watch a video in which the Rings of Responsibility
framework is explained through the importance of recycling. Our actions are compared to a ripple effect … that
what we do affects not only ourselves, but others. Students then make a connection to how this plays out in digital
life, and reflect on how the rings apply to their own lives.
With the rings of responsibility, students are encouraged to consider how their choices impact
themselves, others, and the world. These concepts are also well-aligned with CASEL's
social-emotional learning competencies of self-awareness, social awareness, self-management,
relationship skills, and responsible decision-making.
33
Digital Life Dilemmas
We incorporate the Digital Life Dilemmas throughout the curriculum to help students engage with
real-life, practical examples of situations they may face in their digital lives. A digital life dilemma is
a tricky situation related to tech or social media use—and it doesn't always have an obvious right
or wrong answer. Even when someone has been hurt or wronged, the right way to respond in a
dilemma is often unclear. Acknowledging this complexity helps students dig into the messiness of
real issues they face, and come up with thoughtful and realistic action steps.
For students in elementary school, we incorporate dilemmas younger children may face in the
digital world, from what to do when you don't want to get off of a device (as in Pause for People),
to what to do when someone uses mean or hurtful language on the internet (as in The Power of
Words). We bring these dilemmas to life using colorful and relatable characters called the Digital
Citizens, and animated videos that demonstrate stories and situations for students to explore,
such as what to do if:
Your password is stolen. (Password Power-Up)
Someone is mean in an online game. (Keeping Games Fun and Friendly)
An interaction with a stranger becomes uncomfortable. (Digital Friendships)
You see a friend or peer being bullied online. (Is It Cyberbullying?)
For students in middle and high school, Digital Life Dilemmas in the lessons become more
34
complex. Adolescents are increasingly participating in social media and gaming, and the dilemmas
34
Digital Life Dilemmas are woven into several lessons throughout the Curriculum. But we've also pulled them out into
individual activities. Visit our educator center for templates and guidance on using Digital Life Dilemmas and Thinking
Routines.
33
See CASEL's Standards.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 18
they face become more complicated, ranging from mis- and dis-information, risky communication,
sexting, conflicts with friends, and hate speech. Dilemmas for secondary students provide rich
opportunities to lean into and deeply consider genuine tensions that surface in digital life.
Dilemmas provide teachers with a way to raise relevant issues before they arise and to help
students develop effective and empathic responses. The following three domains are addressed
throughout middle and high school lessons in the Digital Citizenship Curriculum, and also reflect
the Rings of Responsibility:
Self & Personal Well-Being: Dilemmas related to digital footprint, identity, reputational
concerns, self-care and well-being.
Community & Close Ties: Tensions and dilemmas that arise between close friends,
romantic partners, family members, and other so-called close ties.
Wider World & Civic Life: Online scenarios that implicate distant individuals and wider
communities, or that raise questions about civic, political, or social justice issues.
The following chart lists lesson examples for secondary students, and indicates which domains
they fit in. Notice how many issues span more than one domain.
Lesson Title
Essential Question
Self &
Personal
Well-Being
Wider
World &
Civic Life
Finding Balance in a
Digital World
How do we balance digital media use in our
lives?
X
The Power of Digital
Footprints
How can information you post online affect
your future opportunities?
X
Chatting and Red Flags
How can you tell when an online relationship
is risky?
X
My Social Media Life
How does social media affect our
relationships?
X
Sexting and
Relationships
What are the risks and potential
consequences of sexting?
X
Responding to Online
Hate Speech
How should you respond to online hate
speech?
X
How Young Is Too Young
for Social Media?
At what age should people be allowed to use
social media?
X
X
Risk Check for New Tech
What privacy risks do new technologies
present, and how do we decide if they're
worth it?
X
X
Protecting Online
Reputations
How can you respect the privacy of others
online?
X
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 19
Dilemmas in the lessons are presented as part of structured activities that support students to
lean into the dilemmas. For example, the Digital Life Dilemmas in middle and high school are
paired with a thinking routine (see the Thinking Routine section below) that provides students
with a structure to think through the dilemma. In dissecting and exploring Digital Life Dilemmas,
students can develop dispositions to slow down and self-reflect, explore perspectives, envision
options and impacts, and then have practical strategies to take action. These dispositions can
prepare them to navigate dilemmas in their real lives.
Repetition and Routines
Research on how to cultivate dispositions points to the power of repetition. The logic is if we
35
repeatedly ask students to use the same thinking steps, we can support a disposition or habit of
mind to think in those ways without having to ask. This is crucial as we teach toward digital
citizenship. We won't be sitting next to our students as they make real decisions in their digital
lives. So our best bet is to help them develop dispositions to do the kind of thinking we hope to see,
whether it be exploring perspectives, evaluating evidence, or envisioning options and possible
impacts before they act. We do this through using different types of repetition and thinking
routines which students can apply to their digital lives.
Poems, Chants, and Songs (primary)
In elementary or primary grades, we use different forms of repetition and routine, including
poems, chants, and songs. Repetition is useful because we want to help students have memorable
ways of thinking to enact healthy decision-making. Just as we teach kids to "stop, look, and listen"
when crossing the street, our Digital Citizenship lessons teach them chants like "slow down, pause,
and think" online (Pause and Think Online). Poems, chants, and songs provide a developmentally
appropriate approach for leveraging the power of repetition, and provide memorable routines
children can apply in their everyday lives to support their thinking and decision-making.
Repetition and Routines
Lesson Examples
Essential Question and Key Activities
Songs: Our friendly
animated characters, the
Digital Citizens, appear in
Media Balance Is
Important
How do we find a happy balance between our online and offline
activities?
35
R. Ritchhart, M. Church, & K. Morrison, Making thinking visible, San Francisco, CA: Jossey Bass, 2011.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 20
sing-along songs.
Students can sing on
their own, repeating the
concepts learned in the
song.
Students learn a song about media balance, featuring the Digital
Citizens characters.
Pause & Think
Online
How can we be safe, responsible, and respectful online?
Students learn a song about slowing down before we act online,
featuring the Digital Citizens characters.
We, the Digital
Citizens
How can we be good digital citizens?
Students learn a song about ways we can be good digital citizens,
featuring the Digital Citizens characters.
Poems and Chants: The
Digital Citizen characters
appear in videos and
activities to teach
students poems and
chants. This repetition
helps students remember
ways to stay safe and
responsible online.
Internet Traffic
Light
How do you stay safe when visiting a website or app?
Students learn a poem about using red, yellow or green to assess
whether sites are "just right" for them.
Putting a STOP
to Online
Meanness
What should you do if someone is mean to you online?
Students learn the STOP acronym and chant to use if they see
bullying online.
A Creator's
Rights and
Responsibilities
What rights and responsibilities do you have as a creator?
Students learn the Ask-Attribute process when using other people's
creative work.
Thinking Routines (secondary)
In secondary grades, we incorporate thinking routines across 15 select lessons. Thinking routines
are short, accessible, easy-to-remember structures that direct thinking in specific directions.
36
Developed by our team of Project Zero researchers in close collaboration with the Common Sense
Education team, we use three original thinking routines, all with unique purposes: Digital Habits
Check-Up, Feelings & Options, and Take a Stand. We created, tested, and refined these routines
37
with students to develop the core digital citizenship dispositions. These routines are meant to be
used repeatedly with students, so that students can have thought structures which are useful to
apply to dilemmas they face in their everyday lives. The routines align with the themes in the Rings
of Responsibility:
Digital Habits Check-Up supports challenges
and dilemmas relevant to the self.
Feelings & Options supports digital life dilemmas
related to community and close ties.
Take a Stand focuses on the wider world and
civic life.
37
See the Educator Guides and student materials on teaching with thinking routines and digital life dilemmas.
36
Ritchhart, Church, & Morrison, "Making thinking visible,"; Perkins & Tishman, "Learning that matters: Toward a
dispositional perspective on education and its research needs."
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 21
Below is an explanation of the three routines:
1. Digital Habits Check-Up
Digital Habits Check-Up is a routine that helps students take stock of their digital habits and
exercise control over their digital lives. The routine draws on principles from habit science to
38
empower both mindful reflection and positive action that supports students' media balance and
well-being in a world of constant connectivity. This routine supports students' social and
emotional learning, including self-awareness, self-management, and responsible
39
decision-making around the role media and technology play in their lives.
Digital media habits can become default forces that shape our lives in ways we don't even realize
or intend. There are five steps to Digital Habits Check-Up, and students begin with a "Check" of
their habits by taking stock of all of their current digital habits: good, bad, and mixed. Adults may
be tempted to focus just on bad habits. Asking about good habits too changes the tone of our
conversations about media balance and creates opportunities for more nuanced self-reflection.
Then students "Choose" one habit they want to try changing, and consider why this change might
be important or meaningful. After that, they "Challenge" themselves by creating a time-limited
personal challenge to change some aspect of their technology use. Next, students "Boost" their
challenge with strategies to help them succeed. Lastly, students "Track" their journey to monitor
their progress. Tracking facilitates accountability while providing a chance to build community in
class and a sense of digital agency in students.
Digital Habits Check-Up
Steps
Key Questions
Digital Citizenship Dispositions
Check
Check your habits. What are your current digital habits? How does
each habit make you feel?
Slow down and self-reflect
Choose
Choose one habit you want to change or try to do differently. Why is
it important that you change this habit?
Envision options and impacts
Challenge
Create a personal challenge to change it.
Take action and responsibility
Boost
How can you boost the likelihood of succeeding at your challenge?
Slow down and self-reflect
Track
Track your habits challenge journey by recording or journaling.
Slow down and self-reflect
39
See competencies of CASEL's Social Emotional Learning Standards.
38
See the Educator Guides and student materials on teaching with thinking routines and digital life dilemmas.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 22
Disrupting old habits is easier when we take intentional steps to interrupt an old routine we want
to stop in order to make it easier to implement a new routine. For students, this might mean
40
learning how to turn off app notifications, temporarily moving a device out of reach during
homework time, or pre-downloading a news podcast so that it's readily accessible to kick start a
fresh habit of following the news. The Digital Habits Check-Up routine is not about just limiting
technology use, but instead about tapping into students' personal goals for themselves and
thinking critically about ways their current technology use might not be supporting those aims.
The steps of Digital Habits Check-up are also directly designed to support digital citizenship
dispositions, like slowing down and self-reflecting, envisioning options, and taking action.
2. Feelings & Options
Feelings & Options is a thinking routine that supports social skills and thoughtful decision-making
for thorny social and emotional Digital Life Dilemmas. This routine is designed to be paired with
41
a Digital Life Dilemma, and it can be used again and again with a variety of different dilemmas. The
routine packs a lot into four steps: It scaffolds perspective-taking, empathic problem-solving,
ethics spotting, and communication skills. All these skills are essential building blocks for social
and emotional learning, including self-awareness, self-management, social awareness, relationship
skills, and responsible decision-making.
42
Middle and high school students are regularly using technology to connect with their peers.
Today's technologies have key features like permanence, "cue absence," and quantifiable social
metrics that amplify and even transform their interactions. Feelings & Options, paired with
43
exploring a digital life dilemma, is designed to support students in exploring different perspectives,
thinking about possible impacts and outcomes, and practicing language that supports constructive
and kind communication.
43
Nesi, Choukas-Bradley, & Prinstein, "Transformation of adolescent peer relations in the social media context: Part
1—A theoretical framework and application to dyadic peer relationships."
42
See competencies of CASEL's Social Emotional Learning Standards.
41
See the Educator Guides and student materials on teaching with thinking routines and digital life dilemmas.
40
Charles Duhigg, "The power of habit: Why we do what we do in life and business," Random House, 2012.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 23
Feelings & Options
Steps
Key Questions
Digital Citizenship Dispositions
Identify
Who are the different people involved in the scenario? What dilemma
or challenge are they facing?
Slow down and self-reflect
Feel
What do you think each person in the dilemma is feeling? Why might
the situation be hard or challenging for each of them?
Explore perspectives with
curiosity and empathy
Imagine
Imagine options for how the situation could be handled. Come up with
as many ideas as possible. There's no one "right" answer! Then choose:
Which option might lead to the most positive outcome, where all
parties feel good or taken care of?
Envision options and impacts
Say
Thinking more about the idea you chose for handling the situation,
what could the people involved say? What would they say? How would
they say it? Who would they say it to? Write out the conversation.
Envision options and impacts,
Take action and responsibility
The steps prompt students to first "Identify" issues and the people involved, which builds on the
idea of "ethics spotting" to build sensitivity to moral and ethical issues in real life. Second,
44
students consider what the different people involved might be feeling ("Feel"). The 'might'
language recognizes that while we cannot fully know another person's perspective, it is important
to consider their viewpoints, supporting social awareness and relationship skills. Third is the
"Imagine" step. Here, students imagine an array of possible options for handling the situation,
which supports expansive thinking. They also make intentional choices that seem most positive for
everyone involved. Finally, students develop and practice language to actively address the issue.
The "Say" step provides an opportunity for teachers to support students toward practical ways of
communicating that are both effective and, ideally, authentic.
By using the Feelings & Options routine repeatedly, educators can help students develop
sensitivity to recognize digital dilemmas and the Digital Citizenship Dispositions to: 1) explore and
care about others' perspectives; 2) envision options for responding to dilemmas; 3) consider
potential impacts; and 4) lay a foundation for thoughtfully taking action. Dilemmas that we
developed for use alongside Feelings & Options cover topics like setting boundaries in close
relationships, responding to offensive memes, forwarding sexts, and cyberbullying behaviors.
44
Max H. Bazerman & Ann E. Tenbrunsel, "Blind spots," Princeton University Press, 2011.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 24
3. Take a Stand
Take a Stand is a thinking routine designed to be used repeatedly and alongside thorny Digital Life
Dilemmas that lack clear right or wrong answers—particularly dilemmas relevant to privacy,
community, and civic life. It's a four-step routine that gets students in the habit of reflecting on
45
their own stances on a dilemma, listening to and considering the perspectives of others, and then
reconsidering their own perspectives. Learning how to explore and discuss complicated and
polarizing issues with civility and empathy are core aspects of social awareness, relationship skills,
and responsible decision-making.
46
The four steps of Take a Stand support skills and dispositions for deliberative discourse (sharing
and listening to perspectives on controversial issues), which is a hallmark practice in civic
education. Repeatedly using the Take a Stand routine can prepare students to engage in
47
productive civic dialogue beyond the classroom, both offline and online.
Take a Stand
Steps
Key Questions
Digital Citizenship Dispositions
Take a
stand
What do you think? Explain your perspective.
Slow down and self-reflect
Envision
options
and
impacts
Stand
back
Listen to others' perspectives.
Explore perspectives with
curiosity and empathy
Look
again
Look back at your original response. What had you not
considered? How has your perspective shifted after hearing
other's responses?
Slow down and self-reflect
Look
beyond
How does this dilemma connect to real world situations?
Seek facts and evaluate
evidence
Dilemmas in the civic realm span issues such as streaming school fights online, creating fake news
for clicks and advertising revenue, and determining the appropriate age to join social media sites.
When using the Take a Stand routine, students first reflect on their own perspectives and values
and "Take a Stand," writing out their stance on the dilemma at hand. Then they "Stand Back" to
47
Cynthia Gibson & Peter Levine, "The civic mission of schools," New York and Washington, DC: The Carnegie
Corporation of New York and the Center for Information and Research on Civic Learning, 2003; Diana E. Hess & Paula
McAvoy, "The political classroom: Evidence and ethics in democratic education," Routledge, 2014; Peter Levine & Kei
Kawashima-Ginsberg, "The republic is (still) at risk–and civics is part of the solution," Medford, MA: Tufts University,
Jonathan M. Tisch College of Civic Life, 2017.
46
See competencies of CASEL's Social Emotional Learning Standards.
45
See the Educator Guides and student materials on teaching with thinking routines and digital life dilemmas.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 25
listen closely and carefully to their classmates' views. After listening, they purposefully revisit or
"Look Again" at their initial stances with the aim of identifying considerations they had not
thought about at first. This sequence of steps aligns with pedagogies in moral education that
deepen student engagement with dilemmas through scaffolded exploration of perspectives that
differ from their own.
48
As students explore different perspectives, they often envision options and possible impacts of
different responses to the dilemma. Finally, students "Look Beyond" and draw connections to real
world situations. This ultimate step has a few distinct aims: 1) to support transfer by inviting
students to make authentic connections and to see the relevance of dilemma scenarios to their
own lives, and 2) to invite students to seek facts and evaluate evidence relevant to dilemmas (e.g.,
"Is it legal to fire someone for 'liking' hate speech on social media?).
In sum, the steps of Take a Stand are designed to foster Digital Citizenship Dispositions, including
slowing down and self-reflecting, exploring perspectives, envisioning options and possible impacts,
and seeking and evaluating evidence.
These research-based cornerstones of the curriculum —the Rings of Responsibility, Digital Life
Dilemmas, and Repetition and Routines—contribute intentionality to the scope, sequence, and
pedagogies across the lessons. The ultimate aim of the curriculum is to support students to
develop skills and dispositions that they can apply to situations they face in their real digital lives.
48
Moshe M. Blatt & Lawrence Kohlberg, "The effects of classroom moral discussion upon children's level of moral
judgment," Journal of moral education 4, no. 2 (1975): 129-161; Ann Higgins, "The just community approach to moral
education: Evolution of the idea and recent findings," Handbook of moral behavior and development 1 (1991): 111-141.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 26
A Look Inside the Curriculum: Six Topics
The Digital Citizenship Curriculum is framed around six core topics that pose opportunities and
challenges for young people. Each grade level includes one lesson per topic, with the exception of
49
kindergarten and first grade. Each topic is addressed using developmentally appropriate
50
pedagogical approaches throughout grades K–12. This section expands upon the six core topics,
including research from the field and highlights from the Curriculum.
50
Based on our research with teachers, and developmental stages of children, we address introductory topics in
kindergarten and first grade, and begin addressing all topics in second grade.
49
From 2019 to 2020, Common Sense Education revised the Digital Citizenship core topics from the previous version of
the curriculum, which addressed eight topics. Some of the same topics in the latest curriculum have been combined
(such as Digital Footprint & Identity), while other topics are expanded upon (such as News & Media Literacy).
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 27
The topics and approaches in the Digital Citizenship Curriculum are informed by research
including the Project Zero team's studies of digital youth. As part of the research, over 3,600
tweens and teens were asked about their perspectives on the best, most challenging, and most
worrying parts of growing up with today's technologies as well as their views on different
dilemmas. Their perspectives informed the focal topics, dilemmas, and approaches in the
curriculum updates. (Note: The surveys were conducted before the start of the coronavirus
51
pandemic.)
Media Balance & Well-Being
A common concern expressed by parents, teachers, and kids themselves is the sheer amount of
time kids spend on devices and with media each day. A national poll of parents of teens age 14 to
17 found that 44% of parents report their top concern is "spending too much time on devices."
52
And one of the top concerns for educators is that "technology distracts students from the learning
experience and interferes with learning," with 26 percent of teachers citing this as a "frequent" or
"very frequent" problem in their classrooms.
53
While the quantity of screen time is what's often focused on, we advocate for the conversation to
move beyond screen time alone and to explore the quality of screen time, meaning what kids are
actually doing when they are on devices. Ultimately, we want to support kids in practicing media
53
This issue was also reported more often as grade levels increased; Vega & Robb, "The Common Sense census: Inside
the 21st-century classroom."
52
Common Sense Media & Survey Monkey, "Social Media Disconnect: Teen Internet Use," Common Sense Media,
December 13, 2017,
https://www.commonsensemedia.org/sites/default/files/uploads/research/commonsense-surveymonkey_teeninternetu
se-topline_release.pdf.
51
More information about the survey and insights related to the curriculum appear in the Appendix of this report;
Insights from the Digital Dilemmas survey and subsequent data collection with teens during the coronavirus pandemic
are reported in Weinstein and James's forthcoming book, Behind Their Screens: What Teens are Facing (and Adults are
Missing) (The MIT Press).
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 28
balance: using technology in meaningful ways that add value to life, and that feels healthy and in
balance with other life activities.
How can I use media in ways that give
meaning and add value to my life?
We first want to acknowledge that how much kids used devices and media changed
drastically—and necessarily—during the coronavirus pandemic in 2020 and 2021, so the issue of
media balance shifted for educators and families. Kids and teens' only access to school, friends,
and family members outside of their household was through devices and technology. The amount
of screen time and what kids were doing online changed, ranging from using school platforms like
Google Classroom, accessing curriculum and tools for learning, gaming, and using social media,
which allowed young people to stay connected to school, friends, and family as they had to stay
home and shelter in place.
54
"Zoom" and "distance learning" became household terms. Teens increasingly sought support for
mental health issues linked to pandemic-related anxieties and stresses. And a stark proportion of
55
kids in the United States did not have technology at home, with distance learning unearthing grave
inequities in young people's access to technology, revealing a stark digital divide.
56
Although our Digital Dilemmas research was carried out prior to the pandemic, our surveys
clarified that young people have been harboring concerns about their feelings of dependence on
their devices and the ways technology disrupts other activities. Of teens age 13 to 17, roughly
90%. Fifty-four percent of teens say they spend too much time on their cellphones, with 44%
57
57
Anderson & Jiang, "Teens, Social Media, & Technology."
56
S. Chandra et al., "Closing the K–12 Digital Divide in the Age of Distance Learning," Common Sense Media & Boston
Consulting Group, 2020,
https://www.commonsensemedia.org/sites/default/files/uploads/pdfs/common_sense_media_report_final_6_26_7.38am
_web_updated.pdf.
55
Rideout, Fox, Peebles, & Robb, "Coping with COVID-19: How young people use digital media to manage their mental
health."
54
V. Rideout, S. Fox, A. Peebles, & M. B. Robb, "Coping with COVID-19: How young people
use digital media to manage their mental health," San Francisco, CA: Common Sense and Hopelab, 2021,
https://www.commonsensemedia.org/sites/default/files/uploads/research/2021-coping-with-covid19-full-report.pdf.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 29
saying they "often" check their phones for notifications as soon as they wake up. And 65% of
58
parents are concerned about their teens' screen time. Yet, about half of teens say they have tried
59
to limit the amount of time they spend with technology, such as on their cellphone, social media, or
playing video games.
60
The nature of kids' experiences on social media also
influences well-being. The effects of social media on
61
well-being vary for different teens. What's more,
62
individual teens can have social media experiences that
are positive in some ways and challenging in others; and
the nature of their digital experiences may change over
time. This suggests a need to help students learn to take
63
stock of their social media use, curate their online
experiences, and adapt their everyday practices to
support wellness. Because people often present idealized
highlight reels of their lives on social media, browsing can
reveal large amounts of distorted social information that
elicits comparison and jealousy. Further, young people
64
who tend to struggle with challenges such as depression
merit particular attention given that they report more
intense and "heightened" emotional responses to social
media use.
65
65
V. Rideout & M. Robb, "Social media, social life: Teens reveal their experiences," Common Sense Media, 2018,
https://www.commonsensemedia.org/sites/default/files/uploads/research/2018_cs_socialmediasociallife_fullreport-fin
al-release_2_lowres.pdf; Rideout & Fox, Social media, social life: Teens reveal their experiences.
64
M. K. Underwood & S. E. Ehrenreich, "The power and the pain of adolescents' digital communication: Cyber
victimization and the perils of lurking," American Psychologist, 72(2) (2017): 144.
63
M. Ito et al., "Social Media and Youth Wellbeing: What We Know and Where We Could Go," Irvine, CA: Connected
Learning Alliance, 2020, https://clalliance.org/publications/social-media-and-youth-wellbeing-what-we-know-and
-where-we-could-go/; Weinstein, "Positive and negative influences."
62
I. Beyens et al., "The effect of social media on well-being differs from adolescent to adolescent," Scientific Reports 10,
10763 (2020), https://doi.org/10.1038/s41598-020-67727-7; V. Rideout & S. Fox, "Digital health practices, social media
use, and mental well-being among teens and young adults in the U.S.," Hopelab & Well Being Trust, 2018,
http://static1.1.sqspcdn.com/static/f/1083077/27955627/1532756096717/B_Hopelab_techreport_
073118_2.pdf?token=D43bMzrJGYoJZ1sdCe49%2Fc%2FxyqA%3D.
61
P. Verduyn et al., "Do social network sites enhance or undermine subjective wellbeing? A critical review," Social
Issues and Policy Review, 11(1) (2017): 274–302.
60
J. Jiang, "How Teens and Parents Navigate Screen Time and Device Distractions."
59
J. Jiang, "How Teens and Parents Navigate Screen Time and Device Distractions."
58
J. Jiang, "How Teens and Parents Navigate Screen Time and Device Distractions," Pew Research Center, 2018,
https://www.pewresearch.org/internet/2018/08/22/how-teens-and-parents-navigate-screen-time-and-device-distract
ions/.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 30
Devices, websites, and apps are designed in ways that can lead to dependence and contribute to
feelings of attachment. Many apps are strategically created with built-in features such as likes,
alerts, and notifications. Video streaming apps like YouTube and Netflix have autoplay features
that make it easy to keep consuming content without interruption … or noticing how much time
has passed. Most teens are well aware of attention-grabbing practices, at least conceptually:
Seventy-two percent of teens believe that tech companies manipulate users to spend more time
on their devices. The pull of these techniques is strong, and awareness is not always enough to
66
ignite protective habits. Still, field experiments with adolescents demonstrate the value of lessons
that help adolescents recognize how addictive tech designs undercut values like autonomy, which
boosts students' interest in regulating social media use.
67
In the Media Balance & Well-Being lessons, students learn about the concept of addictive design.
They also go beyond screen time to explore the impact that their use of media and technology can
have on their health, well-being, and relationships, while learning practical strategies for balancing
media in their everyday lives. Many lessons focus on the dispositions "slowing down" and "taking
action." Students slow down by taking stock of their digital media habits with a media inventory
68
(completed at every grade band), evaluating their emotions around their media use, and examining
how different digital activities either support or hinder their well-being. Students take action by
developing a personal media challenge to take responsibility for their own media balance. Below
are lesson examples on Media Balance & Well-Being:
Lesson
Example
Key Question
Core Dispositions
Cornerstones of the Curriculum
Media
Balance Is
Important
(elementary
school)
How do we find a
happy balance
between our
online and offline
activities?
Slow down and
self-reflect
Explore
perspectives with
empathy
Using repetition and a focus on self and others in the
Rings of Responsibility, students sing along with the
Digital Citizens and consider the feelings of themselves
and others when making decisions about when, where,
and how much to use technology.
Digital Media
and Your
Brain
(middle
school)
How does digital
media try to hook
you, and what can
you do about it?
Slow down and
self-reflect
Envision options
and impacts
Students explore the concept of addictive design versus
humane design by exploring the ways that apps are
designed. They then apply these concepts to dilemmas
around humane design, and also think of how to improve
humane design in an app they use often.
The Health
Effects of
Screen Time
(high school)
Can screen time
be bad for us?
Slow down and
self-reflect
Take action and
responsibility
Students watch a video that helps them reflect on their
own media use and how it compares to other teens. They
then use the Digital Habits Checkup routine to challenge
themselves to change a media habit.
68
The Five Core Dispositions of Digital Citizenship are addressed in different ways within lessons for all topics. Our
highlighting of specific dispositions does not mean that these lessons are limited to select dispositions.
67
B. Galla et al., "Values-alignment messaging boosts adolescents' motivation to control social media use," Child
Development, 2021.
66
Rideout & Robb, Teens reveal their experiences.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 31
Privacy & Security
The Digital Citizenship Curriculum covers the issue of privacy from two angles: data privacy and
privacy as it relates to students' digital footprints and reputations. In Privacy & Security, the focus
is on data and information privacy, which covers practices that keep young people's private data
secure and protects them from risk. As students increasingly share information online, whether
through signing up for accounts, making online purchases, or sharing on social media, data about
them is collected by devices, internet algorithms, companies, third parties, data miners, facial
recognition, and the internet of things (e.g., voice-activated technologies). As internet-connected
devices—from phones and tablets to toys and voice-activated speakers—become more ubiquitous,
managing children's privacy becomes increasingly challenging. Children need to learn
privacy-protection practices early on to instill habits they can carry into adulthood.
How can I keep my data safe and secure?
As consumers, we all have rights to online privacy. As a vulnerable population, children have
special privacy rights and protections. The United States has federal laws related to data collection
and use for minors in both personal and educational contexts. The Family Educational Rights and
Privacy Act (FERPA) deals with the rights of students in schools, and the Children's Online Privacy
Protection Act (COPPA) deals with consumer data collection for children under the age of 13. In
addition, there are state-specific laws, like California's Student Online Personal Information
Protection Act (SOPIPA), which protects children's data use by edtech companies and applications
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 32
used in schools. Schools need to comply with federal privacy laws to protect students. But
69
students need to be aware of digital privacy issues and the steps they can take to protect their own
data and their rights to privacy both within and outside of a school context.
Tracking and profiling young people's activity online has
become widespread practice, despite privacy laws. Some
toy company websites and other sites that target
kids—sites that are supposed to follow COPPA—have
instead been found to track and collect personal
information from kids. In 2019, YouTube paid a fine of
70
$170 million dollars for violating COPPA by tracking and
collecting underage kids' data.
71
Teens (starting at age 13) are no longer protected by
COPPA. They can legally be tracked and targeted with
ads, and their data can be shared with third parties for
other purposes. Teens, who are active in signing up for
72
accounts and sharing information online, are targeted
with personalized ads, articles, and information based on
their online behavior.
Identity theft is another online privacy risk for children,
and is a salient concern for some young people, as the sampling of student quotes (in inset box)
highlights. More than 1 million U.S. children were affected by identity fraud in 2017, with $2.6
billion in total losses and families paying a combined $540 million out of pocket. Identity thieves
73
target children because their Social Security numbers are "clean," meaning they are not associated
73
A. Pascual & K. Marchini, "2018 Child identity fraud study," Javelin Strategy & Research, 2018,
https://www.javelinstrategy.com/coverage-area/2018-child-identity-fraud-study.
72
Though users of applications opt in to data usage when they sign up for accounts, privacy policies are long legal
documents that are difficult for most consumers to read and understand; G. Das et al., "Privacy policies for apps targeted
toward youth: Descriptive analysis of readability," JMIR mHealth and uHealth, 6(1), e3 (2018), https://doi.org/10.2196
/mhealth.7626.
71
Weintraub Schifferle, Lisa. (2019). YouTube pays big for tracking kids. Federal Trade Commission: Consumer
Information.
70
L. H. Newman, "NY cracks down on Mattel and Hasbro for tracking kids online," Wired, September 13, 2016,
https://www.wired.com/2016/09/ny-cracks-mattel-hasbro-tracking-kids-online/.
69
Common Sense Education's Privacy Evaluation Initiative helps clarify privacy policies so teachers can make smart
choices about the learning tools they use with students and so schools and districts can participate in evaluating the
technology used in K–12 classrooms.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 33
with debt or records. Because kids aren't applying for loans or credit cards, signs that their
identities have been stolen may not surface until years later. Moreover, the risks can be complex.
For example, minors who are bullied online are nine times more likely to be victims of fraud than
minors who are not bullied. This might be due to kids' vulnerabilities with oversharing personal
74
information in an anonymous environment, or with being taken advantage of when seeking
friendship online.
In one interview-based study, children (age 5 to 11) recognized the importance of basic privacy
practices, like not sharing their name, birthday, or address. Children also recognized the
75
importance of having strong passwords and keeping them private. Most children relied on
76
parents for information about privacy, and to a lesser degree, some children provided false
information (like a fake name) to protect their privacy or used extra precautions, like a password
for their device, to protect themselves. Children relied on explicit rules—rather than internalized
norms—about disclosing information online, and they cited fear of punishment as a deciding factor
rather than understanding actual threats to their privacy and security. Parents tended to wait to
teach kids about online privacy until they were older, missing opportunities to develop habits and
skills from a young age.
77
Teens are even more aware of their online privacy and in fact, do take steps to protect themselves.
Most teens restrict and curate their profiles and posts, manage their networks, mask information
they don't want others to know, and use other strategies, such as falsifying information to protect
their privacy. In our research, risks to privacy topped the list of teens' worries about growing up
78
with today's technologies, suggesting more concern about these issues than adults might assume
79
Their descriptions of these worries reveal fears about safety and bad actors as well as fears about
putting themselves and their families at risk.
79
See Appendix.
78
D. E. Agosto, & J. Abbas, "Don't be dumb—that's the rule I try to live by: A closer look at older teens' online privacy and
safety attitudes" in New Media & Society (2017), 19(3), 347–365.
77
Kumar et al., "Understanding children's mental models."
76
During the interviews in this study, more than 25 percent of children revealed their passwords, and a few said there
were instances when they would reveal their address in a message online (Kumar et al., 2017).
75
P. Kumar et al., "'No telling passcodes out because they're private': Understanding children's mental models of privacy
and security online," Proceedings of the ACM on Human-Computer Interaction, 1, 2017,
http://pearl.umd.edu/wp-content/uploads/2017/08/kumar-etal-2018-CSCW-Online-First.pdf
74
Pascual & Marchini, Child identity fraud study.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 34
In the Privacy & Security lessons, students learn the difference between private information
(personally identifiable information such as name, phone number, and address), and information
that is OK to share (hobbies, interests, or other information that's not personally identifiable).
Students learn the risks of sharing different types of information as well as the benefits of safe
online sharing, such as learning and connecting to their interests. They think about relevant risks,
and the importance of interpersonal considerations. Lessons support the dispositions to "slow
down and self-reflect," to think carefully prior to sharing private information, to "envision options
and possible impacts" by knowing about the possible risks of sharing certain information, and to
"take action and responsibility" by advocating for privacy rights for themselves and others. The
lessons build a sense of agency around privacy and empower students to feel more confident
about steps they can take to support privacy and security.
Below are lesson examples on Privacy & Security:
Lesson
Example
Key Question
Core Dispositions
Cornerstones of the Curriculum
Private and
Personal
Information
(elementary
school)
What
information
about you is OK
to share online?
Slow down and
self-reflect
Take action and
responsibility
Students learn that online sharing comes with risks, the
difference between personal and private information, and
what's OK and not OK to share online. They learn there is
one unique "you," and to protect their own privacy,
drawing on the self ring of the Rings of Responsibility.
Being Aware
of What You
Share
(middle
school)
How can you
protect your
privacy when
you're online?
Slow down and
self-reflect
Envision options
and impacts
Students analyze ways that advertisers collect
information about users to send them targeted ads. They
then apply these concepts to a dilemma around a targeted
advertising scenario to explore how and why it happens,
and identify ways they could protect themselves,
including customizing privacy settings and opting out.
Risk Check
for New Tech
(high school
school)
What privacy
risks do new
technologies
present, and
how do we
decide if they're
worth it?
Explore
perspectives with
curiosity and empathy
Seek facts and
evaluate evidence
Envision options
and impacts
Students consider whether or not the benefits of new
technologies outweigh their privacy risks. They use the
Take a Stand routine to consider a dilemma about the
benefits and the risks of new technologies. They consider
the impact of online privacy not only on themselves, but
on the wider world and civic life, drawing from the Rings
of Responsibility.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 35
Digital Footprint & Identity
Identity exploration and self-expression are key developmental tasks for young people as they
move from childhood through adolescence and into adulthood. Kids develop their identities with
access to digital media as spaces to express, curate, broadcast, and record their lives. Younger kids
explore their identities through the types of content they consume or by choosing avatars to use in
apps or games. Older kids snap selfies and videos and carefully choose which posts to share. Some
teens also live-broadcast through social video chat. These activities all make up kids' digital
footprints, a unique trail of their individual online activities.
How can cultivate my digital identity in ways
that are responsible and empowering?
On the one hand, digital media is an important avenue for self-expression and creative sharing in
ways healthy to identity development. More than one in four teens say social media is "extremely"
or "very" important for expressing themselves creatively. Expression through digital media has
80
become a key feature in adolescent development, wherein kids figure out who they are and
communicate their identities to others. Teens appreciate opportunities to see their own
81
development and the progression of their close relationships over time. Adults who grew up in a
82
world without the internet likely remember photo collages, bulletin boards, and photo books.
82
K. Davis, "Coming of age online: The developmental underpinnings of girls' blogs," Journal of Adolescent Research,
25(1) (2010): 145–171; Weinstein, "Positive and negative influences."
81
D. Boyd, "Taken out of context: American teen sociality in networked publics," Doctoral dissertation, University of
California, Berkeley, 2008, https://www.danah.org/papers/TakenOutOfContext.html; Davis & Weinstein, "Identity
development in the digital age."
80
Rideout & Robb, Teens reveal their experiences.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 36
Today's young people similarly value opportunities to store and revisit their images, though their
collections are in digital formats.
While digital media provide a space for young people to explore identities, apps can constrain
them. Tweens and teens can feel pressure to conform to idealized societal norms when they
83
present themselves online and to post only content that they think their followers and friends will
approve of and "like." The ability to curate a "perfect" life
in profiles, and the functionality of filters and
photoshopping that transform images to make them look
flawless and idealized, can present a picture to the world
that does not reflect the authentic realities of everyday
life. These pressures harken back to social comparison
theory in psychology, in which people develop their
self-concept by comparing their own self-image in
relation to others . A constant barrage of scrolling
84
through other people's lives on social media can make
young people feel inadequate and insecure about their
own lives.
As they navigate a landscape of opportunities and
challenges related to identity expression, young people
85
find strategies, like audience segmentation, that help them curate posts for different recipients.
Some young people use multiple accounts across different social media platforms or intentional
"stories" groups to segment their audiences so they can express themselves differently to
different groups. While 60 percent of teens have created online accounts that their parents are
86
unaware of, only 28 percent of parents suspect their teens have accounts they don't know about.
87
87
National Cybersecurity Alliance, "National Cyber Security Alliance Survey Reveals the Complex Digital Lives of
American Teens and Parents," 2016, https://staysafeonline.org/press-release/survey-reveals-complex-digital-lives/.
86
Some young people have multiple accounts on the same platform, designed to allow different aspects of their
identities for different audiences. For example, they might have a main account that's more broad and polished, versus
another account to share personal, authentic, unpolished moments with just their inner circle of friends; J. Walsh,
"Adolescents and their social media narratives: A digital coming of age," New York, NY: Routledge, 2018; Weinstein,
"Positive and negative influences."
85
A. Manago, "Identity Development in the Digital Age" In R. Scott & S. Michael, Emerging Trends in the Social and
Behavioral Sciences: An Interdisciplinary, Searchable, and Linkable Resource, Hoboken, NJ: Wiley, 2015.
84
See Social Comparison Theories: Key Readings in Social Psychology (2006, 1st Edition) by Diederik A. Stapel and Hart
Blanton (Editors).
83
H. Gardner & K. Davis, "The app generation: How today's youth navigate identity, intimacy, and imagination in a digital
world," New Haven, CT: Yale University Press, 2013.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 37
Newer features that enable audience segmentation from a single account create more
opportunities for intentionally differentiated expression, but also add to the complexity.
Specifically, peers can be intentionally excluded and posts can be strategically shared in ways that
preclude certain followers' from viewing.
In addition, the fact that anything posted online is persistent, searchable, replicable, and scalable
can raise the stakes of online participation. In 2015, 88 percent of teen social media users
88
already believed people shared too much information about themselves, and sharing has only
become easier with device and app features designed to support seamless posting in real time.
89
Both seemingly innocent and objectively problematic posts may have future negative
ramifications. One-off comments, compromising pictures (including images or videos from parties,
sexualized images, and images that contain alcohol or drugs), or the expression of hateful views,
such as racist or sexist speech, can result in kids' suspensions or expulsions, revoked college
admissions, loss of scholarships and jobs, and more. Adding to the stress, digital footprints are not
always in kids' own control as peers can record and post moments online, tagging or naming those
featured without their permission.
Along with online expression comes consequential dilemmas: When does trying out a new identity
online cross over to deception … or harm? Should people face consequences later in life for social
media posts they shared when they were young? Should parents or schools monitor young
people's digital content and footprints, including text messages and social media accounts, or does
such monitoring violate young people's privacy? Is it fair for college admissions officers to consider
applicants' social media posts? Rather than trying to simply evoke fear about ambiguous future
consequences, we believe classroom approaches to exploring digital footprints must reflect the
vexing realities of today's co-constructed footprints and the rapidly evolving digital landscape.
In the Digital Footprint & Identity lessons, students consider the benefits and risks of online
sharing of one's digital footprint, and exploring how digital expressions affect one's sense of self,
reputation, and relationships. Students consider the personal, moral, and ethical issues associated
with the potentially persistent nature of their online identities. Dispositions which are emphasized
include, "slow down and self-reflect" prior to sharing things online; "explore perspectives with
89
A. Lenhart, "Teens, technology and friendships," Pew Research Center, 2015, http://www.pewinternet.org/2015/08
/06/teens-technology-and-friendships/.
88
Boyd, "Taken out of context."
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 38
curiosity and empathy" as students take the perspective of audiences who may view and judge
their posts; and "envision options and impacts" as students consider the impact of what they share
online on themselves, others, and the future.
Below are lesson examples on Digital Footprint & Identity:
Lesson
Example
Key Question
Core Dispositions
Cornerstones of the Curriculum
Digital Trails
(elementary
school)
What
information is
OK to have in
your digital
footprint?
Slow down and
self-reflect
Seek facts and
evaluate evidence
Students learn that the information they share online
leaves a digital footprint or "trail." They pretend to be
detectives to solve a dilemma of which animal left the
bigger digital footprint. Students compare different trails
and think critically about what kinds of information they
want to leave behind.
The Power of
Digital
Footprints
(middle
school)
How might our
digital footprints
shape our
future?
Explore
perspectives with
curiosity and empathy
Seek facts and
evaluate evidence
Envision options
and impacts
Students analyze how different parts of their digital
footprint can lead others to draw conclusions -- both
positive and negative -- about who they are. They use the
Take a Stand thinking routine to examine a dilemma about
digital footprints.
Protecting
Online
Reputations
(high school
school)
How can you
respect the
privacy of others
online?
Explore
perspectives with
curiosity and empathy
Envision options
and impacts
Students identify examples of social media posts that can
have a positive or negative effect. They use a
perspective-taking activity to consider the causes and
effects of posting about others online. They consider their
responsibilities as it affects the digital footprints of others
in their community and the broader online world, drawing
from the Rings of Responsibility.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 39
Relationships & Communication
Students' relationships and needs for peer validation take on increased prominence as they move
from elementary into the teenage years. As parents are well aware, kids and teens increasingly
spend time with their friends online, through games, live video, and social media. As children get
older, they are figuring out how to communicate and carry out these close relationships through
digital media. Social media and gaming can be key sites where these social interactions take place.
How can I communicate effectively and positively
to build relationships?
Most teens say social media generally has a positive effect on how they feel, with their top reason
being the ability to connect with friends and family members. Yet teens have mixed views on the
90
positive and negative effects of technology and social media on those relationships. They
acknowledge ways technology can support closeness: Eighty-three percent of teen social media
users report that social media makes them feel more connected to information about their friends'
lives, and 68 percent have received social support through social media during tough or
challenging times. In addition to using social media to support their in-person friendships, teens
91
are making new friends online, too. A majority have made at least one new friend online, mainly
through social media or online gameplay. Online multiplayer games can also be distinct and
92
92
Lenhart, "Teens, technology and friendships."
91
Lenhart, "Teens, technology and friendships."
90
Anderson & Jiang, "Teens, Social Media, & Technology,"; Rideout & Robb, Teens reveal their experiences.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 40
positive spaces for forming close friendships. Online-only friendships are often forged based on
93
shared interests and/or mutual friends.
94
Yet digital life raises dilemmas for social connection and
relational challenges. Social exclusion and fear of missing
out are familiar and painful experiences for many teens,
and they are exacerbated on social media by real-time and
photo-based sharing. Given the possibility of constant,
95
immediate access to others through smartphones and
other devices, young people describe struggles with
boundaries and feeling uncertainty and stress about how
much communication with friends and romantic partners
is too much, not enough, or just right. A smaller
96
percentage of teens, particularly those who struggle with
depression, report more intense and heightened
emotional responses to social media use, including social
challenges like feeling left out.
97
Adults continue to express concern about tweens and
teens being targeted by online predators, though this
experience is relatively uncommon. Kids are more likely
98
to pressure each other to share sexual content than to
receive such requests from predatory adults, and the
chances a child will be victimized in an online-mediated sex crime are extremely low. When these
99
99
L. Dedkova, "Stranger is not always danger: The myth and reality of meeting with online strangers," in Lorentz, P.,
Smahel, D., Metykova, M., & Wright, M. F. (Eds.) Living in the digital age: Self-presentation, networking, playing, and
participating in politics. (pp. 78–94). Masarykova univerzita: Muni Press, 2015,
https://www.researchgate.net/profile/Pascaline_Lorentz/publication/277689621_Living_in_the_Digital_Age_Self-Prese
ntation_Networking_Playing_and_Participating_in_Politics/links/5570527908aeab777228c0e2/Living-in-the-Digital-A
ge-Self-Presentation-Networking-Playing-and-Participating-in-Politics.pdf; J. D. Wolak & D. Finkelhor, "Are crimes by
online predators different from crimes by sex offenders who know youth in-person?" Journal of Adolescent Health,
53(6) (2013): 736–741.
98
K. J. Mitchell et al., "Trends in unwanted sexual solicitations: Findings from the youth internet safety studies," Crimes
Against Children Research Center, 2014, http://www.unh.edu/ccrc/pdf/Sexual%20Solicitation%201%20of%
204%20YISS%20Bulletins%20Feb%202014.pdf.
97
Rideout & Robb, "Teens reveal their experiences,"; Rideout & Fox, Digital Health Practices.
96
E. Weinstein & R. L. Selman, "Digital stress: Adolescents' personal accounts." New Media & Society, 18(3) (2014):
391–409.
95
Underwood & Ehrenreich, "The power and the pain."
94
M. Ito et al., "Hanging out, messing around, and geeking out: Kids living and learning with new media. Cambridge, MA:
The MIT Press, 2010.
93
C. M. Frederick, & T. Zhang, "Friendships in gamers and non-gamers," Current Psychology, 2021,
https://doi.org/10.1007/s12144-020-01121-4.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 41
crimes do occur, perpetrators are most likely to be known others (from school, church, or the
neighborhood).
100
When students we surveyed described worries about "stranger danger," they named notably
graphic fears about kidnapping, rape, and threats to their physical safety from people online.
Looking back to studies in the early 2010s shows that tweens have long reported hearing
messages about "stranger danger" from teachers and adults, which may perpetuate enduring
fears. Supporting students to explore and pursue their interests safely online continues to be
101
critically important—and ideally this is achieved without increasing young people's fear and
anxiety. Rather than perpetuating a stranger-danger rhetoric and blaming the apps, educators
102
can focus on teaching kids about "healthy, age-appropriate relationships [and] helping them
practice refusal skills; impulse management and emotion control; and bystander mobilization."
103
Teens also use social media to "friend", "like," flirt, joke around with, and get to know crushes or
potential partners. By 2015, over half of teens were already using social media to flirt with or talk
to someone they're interested in romantically. In some cases, flirting may escalate to more risky
104
sharing. Sexting, or sending "nudes," is also a concern among parents and educators. One
meta-analysis of 39 studies with young people age 12 to 17 indicated that the mean prevalence for
sending sexts is nearly 15 percent, while the mean prevalence for receiving sexts is 27 percent.
105
Some sexting is consensual (and perhaps increasingly prevalent, as indicated by meta-analyses).
Yet notably concerning is nonconsensual forwarding of sexts 12 percent of teens report
forwarding a sext without consent.
106
Sexting is a top concern in schools' reports of digital challenges their communities are facing.
Twenty-seven percent of high school teachers, 19% of middle school teachers, 5% of third to fifth
grade teachers, and 9% of kindergarten to second grade teachers reported that sexting occurred
106
Madigan et al, "Prevalence of multiple forms."
105
Madigan et al, "Prevalence of multiple forms."
104
A. Lenhart, M. Anderson, & A. Smith, "Teens, technology and romantic relationships," Pew Research Center, 2015,
http://www.pewinternet.org/2015/10/01/teens-technology-and-romantic-relationships/.
103
D. Finkelhor, "Banning apps won't protect kids from predators," The Washington Post, February 12, 2016,
https://www.washingtonpost.com/posteverything/wp/2016/02/12/banning-apps-ont-protect-kids-from-predators-the
yre-in-danger-offline-too/?utm_term=.4dcb1ddcf1dc.
102
N. Finch, "Framing internet safety: The governance of youth online," Cambridge, MA: The MIT Press, 2016.
101
K. Davis & C. James, "Tweens' conceptions of privacy online: Implications for educators," Learning, Media &
Technology, 38 (2013): 4–25.
100
Dedkova, "Stranger is not always danger,"; Wolak & Finkelhor, "Crimes by online predators."
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 42
in their classrooms at least occasionally. Educators express particular concerns about pressured
107
sexting, revenge porn, sextortion, and the nonconsensual forwarding of sexts to unintended
audiences. Given that sexts can be seen by young people as a powerful 'currency of trust' and a
108
way to convey intimacy in a digital age, simply telling them, "Don't do it," often misses the mark, as
it overlooks motivating forces—such as the desire to establish intimacy; desire for social
connection; desire for peer validation—that drive adolescents' behaviors and development.
109
Young people need effective strategies appropriately aligned with their different ages and stages,
and classroom conversations that reflect the complex pressures they may face when, for example,
they worry that turning down a request for nudes will damage a relationship that is important to
them. Whether and how to address sexting in school contexts remains a [hot topic], though some
sexting researchers have urged for a shift to educating about 'safer sexting' practices as an
important direction for sex education. Educators also need to scaffold young people's
110
sensitivities to the particularly problematic nature of the nonconsensual forwarding of sexts and
support them in developing healthy relationships in this complex landscape.
Educators and parents are often concerned about how technology may disrupt face-to-face
relationships. Indeed, teens prefer texting and messaging as their main form of communication
more so than face-to-face communication. As students use various forms of online
111
communication, such as texting, messaging, and video chat, they need to understand the benefits
(e.g., immediacy, convenience) and drawbacks (e.g., lack of verbal and nonverbal cues) to prevent
misunderstanding and miscommunication. They also need to learn how to select and use the right
modes of communication for the right audience and purpose. For example, is using informal
text-speak in an email to a teacher effective communication? Is a text the best way to resolve a
conflict with a friend? If students are to become clear and effective communicators, they need to
make responsible decisions about the modes and options available to them.
111
Rideout & Robb, Teens reveal their experiences.
110
J. W. Patchin & S. Hinduja, "It is Time to Teach Safe Sexting," Journal of Adolescent Health, 66(2) (2020): 140–143.
109
S. E. Thomas, "'What should I do?': Young women's reported dilemmas with nude photographs," Sexuality Research
and Social Policy, 15(2) (2017): 192–207.
108
For more resources on sexting, see Common Sense Education's The Risks of Sexting Handbook for more information
on the potential consequences of sexting, including "revenge porn" and others sharing sexts with malicious intent. Also,
see Sextortion resources from the National Center for Missing and Exploited Children.
107
This study does not include the context or information about the who, what, or when of why sexting occurred in the
classroom; Vega & Robb, "Inside the 21st-century classroom."
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 43
In the Relationships & Communication lessons, students explore the benefits and drawbacks of
digital media in their relationships. In elementary grades, students focus on the differences
between online versus offline, and between verbal versus nonverbal communication, emphasizing
the importance of taking other people's perspectives and preventing miscommunication. Middle
and high school students focus on exploring how digital media affects their relationships and learn
about self-disclosure, peer pressure, civil dialogue, and adapting messages to different audiences
(e.g., personal versus professional). Secondary grades also address risky disclosure behaviors, such
as oversharing and sexting, setting boundaries with friends, and building positive relationships.
The concept of a "red flag feeling" is used in several lessons, guiding students to pay attention to
112
cues in dilemmas they may face. The Feelings & Options thinking routine is used with digital life
dilemmas throughout several secondary lessons. Dispositions which are emphasized include
"explore perspectives with curiosity and empathy" as students take the perspective of friends or
others in relationship dilemmas; "envision options and impacts" as students consider how what
they and do can impact the lives of others; and "take action and responsibility" as students identify
what exactly they might say or do if faced with certain situations.
Below are lesson examples on Relationships & Communication:
Lesson
Example
Key Question
Core Dispositions
Cornerstones of the Curriculum
Pause &
Think Online
(elementary
school)
How can we be
safe, responsible,
and respectful
online?
Slow down and
self-reflect
Explore
perspectives with
curiosity and empathy
Students learn and sing the song "Pause & Think Online"
with the Digital Citizens characters, and also learn hand
movements that go along with the song. Through
repetition, students learn how the mantra "pause and
think online" applies to how we treat others and how our
actions impact others on the internet.
Chatting
Safely Online
(middle
school)
How do you chat
safely with
people you meet
online?
Slow down and
self-reflect
Envision options
and impacts
Take action and
responsibility
Students analyze how well they know people they interact
with online, what information is safe to share with
different types of online friends, and learn to recognize
"red flag feelings" if something feels off. Using the
Feelings & Options routine, they explore a risky chat
dilemma.
Rewarding
Relationships
(high school
school)
How can I make
sure my
relationships are
healthy and
positive?
Explore
perspectives with
curiosity and empathy
Envision options
and impacts
Take action and
responsibility
Students reflect on how their relationships are affected by
devices and the internet, identify the qualities of healthy
and rewarding relationships, and they use the Feelings &
Options routine with a dilemma about navigating a
potentially unhealthy relationships and setting
boundaries.
112
A red flag feeling is defined as: when something happens on digital media that makes you feel uncomfortable, worried, sad,
or anxious
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 44
Cyberbullying, Digital Drama & Hate Speech
Just as bullying occurs in school hallways or on school grounds, it can also happen online and
through texting. It can range from full-blown cyberbullying to subtle jabs in online comments and
everything in between. Cyberbullying is the use of digital devices, sites, and apps to intimidate,
113
harm, and upset someone. Young people who are targets of cyberbullying report feeling
depressed, sad, angry, and frustrated. Cyberbullying can also affect self-esteem, contribute to
family problems, disrupt academic achievement, lead to school violence, and give rise to suicidal
thoughts.
114
How can I connect positively, treat others respectfully,
and create a culture of kindness?
Research on cyberbullying in middle and high schools from 2019 indicated that, on average, 37
percent of students have been targets of cyberbullying, and nearly 15 percent of students admit to
cyberbullying others. Importantly, how cyberbullying is defined affects findings on the
115
prevalence of cyberbullying experiences across different studies. A majority of teens (59 percent)
have experienced "some form of cyberbullying" when it is defined to include name-calling and the
spreading of rumors. Justin Patchin of the Cyberbullying Research Center describes
116
116
M. Anderson, "A majority of teens have experienced some form of cyberbullying," Pew Research Center, 2018,
http://www.pewinternet.org/2018/09/27/a-majority-of-teens-have-experienced-some-form-of-cyberbullying/.
115
S. Hinduja & J. W. Patchin, "Cyberbullying: Identification, Prevention, and Response," Cyberbullying Research Center,
2020, https://cyberbullying.org/Cyberbullying-Identification-Prevention-Response-2020.pdf.
114
S. Hinduja & J. W. Patchin, "Cyberbullying identification, prevention, and response," 2018, https://cyberbullying.org/
Cyberbullying-Identification-Prevention-Response-2018.pdf.
113
Weinstein & James, What teens are facing.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 45
cyberbullying as "neither an epidemic nor a rarity … [b]ut … something that everyone has a
responsibility to work toward ending."
117
Harmful and abusive digital behavior can also take the form of one-off mean comments and subtle
but pointed posts that send signals about inclusion/exclusion. Tweens and teens may use the term
"drama" to capture a range of behaviors that lead to harms. Of teens on social media, 68 percent
118
have experienced drama among their friends on social media. Of teens who perceive social
119
media as having a "mostly negative effect," the primary reason is the role social apps play in
perpetuating rumors and bullying.
120
While cyberbullying and digital drama are not new, they
continue to be a top concern for schools, which struggle
with how to intervene. Especially when issues appear on
social media, the line between what happens at home and
school is blurred. Ninety percent of teens believe online
harassment is a problem that affects people their age,
and the majority of them think teachers, social media
companies, and politicians are currently failing at tackling
the issue.
121
In addition to cyberbullying, hate speech is an increasing
concern. Teens' exposure to racist, sexist, and
homophobic content on social media has risen, with 64
percent saying they "often" or "sometimes" see hateful
content on social media. In a representative sample of
122
U.S. high schools, teachers in predominantly White
schools report rising polarization, incivility, and increasingly hostile environments for racial and
122
Rideout & Robb, Teens reveal their experiences.
121
Anderson, "A majority of teens."
120
Anderson & Jiang, "Teens, Social Media, & Technology,"
119
Lenhart, "Teens, technology and friendships."
118
A. Marwick & D. Boyd, "'It's just drama': Teen perspectives on conflict and aggression in a networked era," Journal of
Youth Studies, 17(9) (2014): 1187–1204.
117
J. Patchin, "Summary of our cyberbullying research (2004-2016)," Cyberbullying Research Center, 2016,
https://cyberbullying.org/summary-of-our-cyberbullying-research.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 46
religious minorities and other vulnerable groups. These trends underscore a need for distinct
123
supports keyed to hate speech and incivility, in addition to cyberbullying-related supports.
124
In the Cyberbullying, Digital Drama, & Hate Speech lessons, students take on tough topics
regarding how we communicate online and how we treat others. Students learn what to do if
they're bullied online, how to be an upstander and ally for others who are bullied, and learn
strategies for combating online cruelty and building positive, supportive communities. Elementary
students explore how mean behavior and bullying can occur online, how this makes people feel,
and what to do if they see or experience cyberbullying. Middle and high school students examine a
range of abusive, cruel, and hateful online behaviors, addressing how power dynamics play a role in
bullying. Students learn thinking routines that support perspective-taking and strategies to
de-escalate harmful situations and be upstanders and allies for others. They focus on their
responsibilities to their communities and the broader online world in the Rings of Responsibility.
Dispositions that are emphasized in this topic include: "explore perspectives with empathy,"
"envision options and impacts," and "take action and responsibility."
Below are lesson examples on Cyberbullying, Digital Drama & Hate Speech:
Lesson
Example
Key Question
Core Dispositions
Cornerstones of the Curriculum
The Power of
Words
(elementary
school)
What should you
do when
someone uses
mean or hurtful
language on the
internet?
Slow down and self-reflect
Explore perspectives with
curiosity and empathy
Envision options and impacts
Students consider the importance of the words
we use, analyze an online bullying dilemma,
decide what kinds of statements are OK or not
OK to say online, and learn to identify ways to
respond to mean words online, using and
repeating the S-T-O-P acronym.
Responding
to Online
Hate Speech
(middle
school)
How should you
respond to
online hate
speech?
Explore perspectives with
curiosity and empathy
Envision options and impacts
Take action and
responsibility
Students analyze an online hate speech dilemma
using the Feelings & Options routine. They
identify specific actions to positively affect a
situation involving hate speech.
What You
Send In "That
Moment
When … "
(high school)
How can we act
with empathy
and positivity
when we're
online?
Explore perspectives with
curiosity and empathy
Envision options and impacts
Take action and
responsibility
Students identify examples of online behaviors
that may hurt, embarrass, or offend others. They
then use the Feelings & Options routine to
analyze and respond to a dilemma involving a
bullying situation with two teens.
124
S. Benesch, C. Buerger, and S. Manion, "Understanding Hate and Dangerous Speech," Dangerous Speech Project,
2018, https://dangerousspeech.org/understanding-hate-and-dangerous-speech-a-practical-guide/; D. K. Citron, "Hate
crimes in cyberspace," Cambridge, MA: Harvard University Press, 2016; D. K. Citron & H. L. Norton, "Intermediaries and
hate speech: Fostering digital citizenship for our information age," (SSRN Scholarly Paper No. ID 1764004), Social
Science Research Network, 2011, https://papers.ssrn.com/abstract=1764004.
123
J. Rogers et al., "Teaching and learning in the age of Trump: Increasing stress and hostility in America's high schools,"
UCLA's Institute for Democracy, Education, and Access, 2017, https://idea.gseis.ucla.edu/publications/teaching-and-
learning-in-age-of-trump.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 47
News & Media Literacy
News and media literacy covers a broad set of skills and dispositions related to how students
understand, evaluate, and create media messages. This topic includes media literacy, news
125
literacy, information literacy, and copyright and fair use, all of which emphasize kids' roles as media
consumers and creators.
Students are increasingly getting their news from social media. In 2020, 77% of kids age 10 to 18
got their news and headlines from social media. Thirty-nine percent of teens "often" get news from
personalities, influencers, and celebrities on social media and YouTube, even though they don't see
these sources as particularly trustworthy.
126
Over the past few years, societal challenges related to misinformation, disinformation, and
conspiracy theories have increased. An internet that relies on an advertising model, media
platform design, user-generated content, and powerful algorithms that keep individuals in a filter
bubble can have polarized individuals on topics such as political campaigns, racial tensions, climate
change, and COVID-19. News and media literacy is seen as a solution in the "misinformation
crisis," especially with young people."
127
127
Though news literacy and media literacy are important solutions to the misinformation crisis, they need to be
partnered with solutions for government and industry.
126
M. B. Robb, "Teens and the news: The influencers, celebrities, and platforms they say matter most, 2020," San
Francisco, CA: Common Sense Media, 2020, https://www.commonsensemedia.org/sites/default/files/uploads/
research/2020_teensandnews-fullreport_final-release-web.pdf.
125
U.S. media-literacy educators use a widely-agreed-upon definition and core questions to frame curriculum and
educational interventions (National Association for Media Literacy Education, Media Lit One Sheet, 2018.
https://namle.net/ml-onesheet/).
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 48
How can I be a critical consumer
and creator of news and media?
Assessing credibility online is essential, given the ways in
which news consumption is changing. Many young people
age 10 to 18 are aware that they are struggling with
information credibility: Less than half (44 percent) feel they
can tell fake news stories from real news, and 31 percent
have shared a news story online in the last six months that
they later found was wrong or inaccurate. Today's
128
tweens and teens struggle in particular with requisite tasks
for navigating online news, including 1) considering how
sources shape story content, 2) assessing the quality of
evidence, and 3) actively investigating claims.
129
Teachers are justifiably concerned, naming particular
worries about students' being able to assess the credibility
of online information and identify misinformation,
disinformation, and "fake news." And 35% of teachers
report that their students "frequently" or "very frequently"
"lack skills to critically evaluate information."
130
When it comes to addressing information credibility,
research shows that media literacy education makes a
difference—and in some cases matters even more than
political knowledge. Kids who have had learning
experiences focused on the importance of and approaches
to evaluating evidence in online news and opinion pieces
indeed fare better at assessing information credibility.
131
131
J. Kahne & B. Bowyer, "Educating for democracy in a partisan age: Confronting the challenges of motivated reasoning
and misinformation," American Educational Research Journal, 54(1) (2017): 3–34.
130
Vega & Robb, "Inside the 21st-century classroom."
129
J. Breakstone et al., "Why we need a new approach to teaching digital literacy," Phi Delta Kappan, 99(6) (2018):
27–32.
128
M. Robb, "News and America's kids: How young people perceive and are impacted by the news," Common Sense
Media, 2017, https://www.commonsensemedia.org/research/news-and-americas-kids.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 49
Educators report trying to tackle news and media literacy with their students. In addition to
teaching students how to critically examine and triangulate sources and evaluate online news,
educators we surveyed describe wanting their students to be able to recognize bias, identify
parody sites and articles, and reflect carefully when spreading information to their own networks.
News literacy is a bigger set of skills and dispositions than fact-checking and identifying credible
sources. Students need to focus on evaluating their own biases and the polarized culture that
encourages people to believe and share misinformation in the first place.
An important aspect of news and media literacy is "pulling back the curtain" on the media and
technology industry to help students understand how and why media is produced, and how the
industry operates. Because much of the industry is based on advertising revenue, understanding
advertising in a digital age is an important angle on this topic in the curriculum. Recent years have
seen an explosion in new ways for advertisers to target children, including through immersion,
"advergames," viral messaging, personalized online ads, and location-based targeting. Students
132
need guidance in understanding the complicated landscape of how advertisers target them on the
internet. Educators can support students in identifying problematic stereotypes in advertising and
understanding marketers' motivations.
As educators support their students to be savvy creators—not just consumers—of online content,
students have an array of exciting digital tools at their fingertips. Further, students have the
opportunity to share what they produce with authentic audiences ranging from small online
interest-based communities to large public communities. Educators also need to help students
133
consider copyright and the boundaries of fair use, especially when students incorporate articles,
books, and images into their schoolwork and when they remix, alter, or create something new.
Prior research suggests that students' considerations related to intellectual property issues rarely
extend beyond ease of access ("Can I just download it?") and negative sanctions for
misappropriation ("Will I get caught?"). Supporting students to explore and routinely consider
134
the ethical dimensions of their rights and responsibilities as creators is an important part of their
being media-literate digital citizens.
134
James, "Disconnected: Youth, new media."
133
Ito et al, "Hanging out, messing around."
132
M. Meyer et al., "Advertising in young children's apps: A content analysis," Journal of Developmental & Behavioral
Pediatrics, Advance online publication, 2018, https://doi.org/10.1097/DBP.0000000000000622.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 50
The News & Media Literacy lessons focus on skills and dispositions to identify credibility and
trustworthiness in digital news and information sources, and for students to reflect on their
responsibilities as thoughtful media creators and consumers. Elementary school students focus on
basic media literacy concepts, such as defining media, understanding photo manipulation, how to
search effectively, their rights and responsibilities as digital creators, and understanding the basic
elements of an online news article. Middle and high school students learn skills around how to
analyze information, misinformation, and disinformation, using strategies for close reading and
lateral reading. They also reflect on how personal opinion and confirmation bias shape our
understanding of news. Older students explore ways to break out of filter bubbles and echo
chambers as a responsibility to themselves and others in being critical thinkers and citizens.
Lessons focus on the dispositions "seeking facts and evidence" as students learn to analyze media
and news messages, and "taking action" with practical steps they can take to be critical media
consumers and creators.
Below are lesson examples on News & Media Literacy:
Lesson Example
Key Question
Core Dispositions
Cornerstones of the Curriculum
A Creator's
Rights and
Responsibilities
(elementary
school)
What rights
and
responsibilities
do you have as
a creator?
Slow down and
self-reflect
Envision options and
impacts
Take action and
responsibility
Students define "copyright" and explain how it
applies to creative work, and describe their rights
and responsibilities as creators. They then use the
"Ask & Attribute" copyright principles repeatedly to
real-life dilemmas.
Finding
Credible News
(middle school)
How do we find
credible
information on
the internet?
Seek facts and evaluate
evidence
Envision options and
impacts
Students learn criteria for differentiating fake news
from credible news, and practice evaluating the
credibility of information they find on the internet.
They apply the "Internet Investigator Checklist"
steps to analyze a breaking news dilemma in order
to flag what might and might not be true.
Clicks for Cash
(high school)
How does
internet
advertising
contribute to
the spread of
disinformation?
Explore perspectives
with curiosity and
empathy
Seek facts and evaluate
evidence
Envision options and
impacts
Students describe how advertisers and publishers
make money through online advertising, and how
clickbait can contribute to the spread of fake news
and disinformation. They then use the Take a Stand
routine to a dilemma to consider whose
responsibility it is to fight disinformation.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 51
Implementing Digital Citizenship
Schools and districts implement digital citizenship for a
variety of reasons. Many schools are motivated because
they know a solid foundation of digital citizenship creates a
positive culture of media and technology in their school.
Other schools and districts note policy reasons and E-rate
funding. Increasingly, schools are seeing the value of
135
digital citizenship beyond "safety," and instead see it as
laying an essential foundation for effective digital learning.
But one question the Common Sense Education team
hears a lot from school and district leaders is: "How do we
implement digital citizenship?"
Since 2010, Common Sense Education has worked on the
ground with schools and districts to support them with
digital citizenship implementation. We've learned that
there is not a one-size-fits-all approach to implementing
digital citizenship—it's taught in many different areas,
including in elective or auxiliary classes such as health and
wellness, technology, library, STEM, character development, or advisory periods. Digital
citizenship can also be integrated into subject area curricula, particularly English language arts,
history, social studies, civics, math, and science. Educators in different roles, including classroom
teachers, library or media specialists, technology coordinators, health educators, counselors, and
other advisors, can teach digital citizenship. Sometimes teaching falls on one person; other times it
is spread across a faculty team.
135
E-rate is a federal program designed to bring internet connectivity and telecommunications into schools. All schools
receiving E-rate discounts must comply with the internet safety educational requirements outlined in the Children's
Internet Protection Act (CIPA). See more Common Sense Education's Essential Guide to Digital Citizenship for CIPA and
E-Rate.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 52
We have identified a process and best practices for implementing digital citizenship. In our Digital
Citizenship Implementation Guide, we outline three steps for school and district leaders:
The Digital Citizenship Implementation Guide includes planning templates, checklists, videos, and
success stories from school districts. We also provide schools and educators free online
Professional Development and the Common Sense Education Recognition Program as a road
map for implementation, and also as a way to celebrate their accomplishments.
Engaging Families
Parents and caregivers have many concerns about media, technology, and devices. Whether it's
screen time, inappropriate content, online privacy, consumerism, or supporting their children with
learning at home, parents look to schools and educators for advice. As part of a
136
whole-community approach to digital citizenship, schools can engage parents and caregivers,
many of whom have questions and concerns about guiding their kids' media use. Similar to
Common Sense Education's work with schools, there's not a one-size-fits-all approach to engaging
parents, since each parent population is unique.
136
Common Sense Media was founded to provide ratings, reviews, and advice around children's media for parents and
families. Schools are an important channel to reach families with helpful information to guide their children's media use.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 53
Supporting parents in an ongoing way is vital for a few reasons. First of all, successful technology
integration relies on successful school and family communication. Challenging situations, such as
conflict or bullying among classmates, inappropriate sharing, plagiarism and cheating, digital
distractions (e.g., cellphones), or other behavioral issues, often unfold dynamically across school
and home. School faculty and caregivers need to work together to resolve issues. In addition,
schools can build on what we learned during the coronavirus pandemic about how to strengthen
support for learning at home. Communication and partnership between schools and parents is a
necessity for supporting students and creating a culture of digital citizenship.
Second, many young people feel that their parents or
caregivers don't "get it," because they don't
understand their digital lives, or the challenges they
face. This gap can prevent young people from seeking
support from caregivers, and undermine valuable
opportunities for caregivers to offer guidance. It's not
acceptable for caregivers to say, "I don't know what my
kids are doing online." They need to be involved,
educated, and armed with strategies to support their
children.
Third, young people have their own frustrations about
their parents' digital habits—such as adults' distracted
driving or being glued to their own devices—which
they see as detracting from their relationships with
their parents. Parents' modeling of digital habits and
how they manage their own device use affects family
relationships. An unexpected theme in our Digital Dilemmas Educator surveys, school leaders and
faculty described new challenges associated with the online behaviors of parents who post
complaints or offensive comments on social media about school policies, leaders, or teachers. One
middle school parent-teacher liaison described challenges that stemmed from "[p]arents posting
negative and slanderous comments about kids and teachers and school district employees. Many
parents chimed in and joined the 'conversation' with their own negative comments." Although
"others shied away and didn't want to have anything to do with it," the comment thread was widely
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 54
seen. As these examples suggest, parents' online behaviors can influence school culture.
To create a positive culture around media and technology, Common Sense Education advocates a
whole-community approach by including a strong family education component. Family
Engagement Resources are provided to schools to host a family night, share in their e-newsletters,
or link from the school website.
Conclusion
Meeting students "where they are" is a rallying cry
among many educators. In today's world, this goal requires
attention to dilemmas in young people's digital lives and
intentional efforts to support their development as digital
citizens. We advocate an approach aimed at supporting
young people's skills and dispositions to
think and act as digital citizens.
Ultimately, we want young people to get the best out of
media and technology in their lives. Together, we can help
them tap into the positive opportunities to thrive as
learners, leaders, and citizens in the digital age.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 55
About the Authors
Carrie James is a research associate and principal investigator
at Project Zero Her work explores young people's digital, moral,
and civic lives. Over the past decade, Carrie has led and
collaborated on research and educational initiatives focused on
ethical issues in digital life, participatory politics in a connected
age, and cross-cultural online learning experiences. Her
publications include the book Disconnected: Youth, New Media,
and the Ethics Gap (The MIT Press, 2014) as well as more than a
dozen peer-reviewed publications. Carrie has an M.A. and a
Ph.D. in sociology from NYU. She is also a parent of two
technology-loving children, age 11 and 15.
Emily Weinstein is a senior researcher at Project Zero. Her
work examines how social technologies influence the everyday
lives of tweens, teens, and young adults. Emily's research
appears in academic journals like the Journal of Adolescent
Research, New Media & Society, and Computers in Human Behavior,
and has been covered by a number of popular publications. She
is passionate about the translation of research into practical
supports for schools and families. Emily holds a master's degree
in prevention science and practice, and a doctorate in human
development and education, both from Harvard University. She
is also the mom of a toddler.
Kelly Mendoza is Vice President of Education Programs at
Common Sense Education, overseeing the Digital Citizenship
Curriculum, edtech ratings and reviews, and articles and advice
content for educators. Her goal is to create curricula and
programs that help students think critically about the media
they consume and create, and that help schools create a positive
culture around media and technology. She has also developed
curricula and resources for Classroom Champions, Resilient
Educator, Lucas Learning, and the Media Education Lab. Kelly
has a Ph.D. in media and communication from Temple University.
She is the parent of a daughter who's a fan of Harry Potter … and
rock climbing.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 56
Project Zero Background
Project Zero (PZ) is a research center at the Harvard Graduate School of Education. For over 50
years, PZ researchers have been studying the nature of intelligence, understanding, thinking,
creativity, and ethics, and developing pedagogical frameworks to support learners of all ages,
across disciplines and learning contexts.
Acknowledgements
We are grateful to our Common Sense and Project Zero colleagues for valuable guidance and
support on this report. These colleagues include Linda Burch, Eisha Buch, Katie Davis, Howard
Gardner, Barbara Huth, Liz Kline, Michael Robb, and Daniel Vargas-Campos.
We appreciate the educators and students who participated in our Digital Dilemmas surveys. We
are grateful also to the educators who participated in in-depth interviews for our study, and
shared invaluable insights about their digital citizenship efforts and approaches. These educators
include Charlie Beck, Alzada Benton, Marianne P. Burns, Michelle Ciccone, Sean R. Coffron,
Rebbecca Colley, Emily DeGroot, James Denby, Kelly Erceg, Riana Fisher, Kelden Formosa, Holly
Gerla, Gus Goodwin, Lisa R. Hack, Kristina M. Hansen, Kiri Harris, Paula Hinson, Jill Kaplan, Jessica
Kauffman, Kathleen Lane, Brenda Lawrence, Joanna Macintosh, Angela Berna Milliren, Terri
Myers, Daniel Nemerow, Tom Reddy, Andy Silverstein, Sandra Saco, Bobby Shaddox, Kaylee Yoshii
Spiegelman, Christy Tenney, Denise Tree, Leslie Salmon-Zhu, Peter Smyth, Max Stossel, Maria
Quepons, Edgar Raigoza, Christy Story, Becky Tandy, Robin Ulster, Monica Villar, Jessica Herring
Watson, Amy Williams, A. Tyshaun Wilson, Guillermina Zabala, and as well as others who
participated anonymously to support the work.
Appendix: About the Research
The Digital Dilemmas (DD) project is a mixed-methods research initiative that tours perspectives
on digital life, especially from young people and educators. The research explores how the
contemporary landscape of digital media use necessitates new or updated approaches from adults
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 57
interested in supporting students. A key practical aim of the phase of this research from 2017 to
2020 was to revisit and revise, as appropriate, the overarching topics, lessons, and approaches in
Common Sense Education's Digital Citizenship Curriculum. Our findings had theoretical,
pedagogical, and practical significance for the curriculum. Updated features include a guiding
framework of Dispositions for Digital Citizenship, Digital Life Dilemmas relevant to current
challenges teens face, and new pedagogical approaches (Thinking Routines) intentionally designed
to support target Dispositions. This appendix provides an overview of how several key insights
from that research shaped implications for updates to the middle and high school curriculum in
2019.
STUDENT SURVEYS
Aims: To explore young people's perspectives about contemporary digital citizenship topics and
including bright spots and challenges, tap into areas where current approaches might be falling
short, and consider grade-related differences that may have implications for digital citizenship
education in the classroom.
Sample: Between 2018 and 2019, the DD team surveyed more than 3,600 fifth through twelfth
graders in 15 U.S. middle and high schools. Participating schools were located across 10 U.S. states
in the Mid-Atlantic, Northeast, Southeast, Southwest, Midwest, and West regions, and included
seven traditional public schools, seven public charter schools, and one private school. Of those
who reported demographic information, approximately 48% identified as female, 44% male, 2%
nonbinary. The sample was disproportionately middle school; 67% of respondents were in grades
5 to 8, and 33% were in grades 9 to 12. With respect to race and ethnicity, students could 'select all
that apply'; of those who responded, 52% identified as White, 19% as Hispanic/Latinx, 17% as
Black or African American, 8% as Asian or Asian American, 5% Native American/American
Indian/Alaska Native, 2% Middle Eastern or North African, 1% Pacific Islander/Native Hawaiian,
and 9% Other.
Key questions: Questions asked students about their top worries about digital life, prompted for
open-ended descriptions of tech-related benefits and challenges, and then used Likert-style scales
with open-ended elaboration to explore views on various digital dilemmas, including those related
to friendship, sexting, hate speech, and digital footprints.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 58
One survey question we asked was especially revealing: What worries you most about today's digital
world? Participants chose from 10 options that reflected salient topics, including "being asked for
inappropriate pictures," "comparing to others on social media," "connecting with strangers," "digital
drama and cyberbullying," "digital footprints or online posts lasting forever," "pressure to always
stay connected," "risks to private information," "seeing inappropriate content," "too much screen
time," and "other (please specify)." All participants were prompted for an open-ended explanation
(Why is [response] your biggest worry?). At the time, this list of options felt like a relatively
comprehensive representation of relevant topics. If we were conducting the study in 2021, we
would include additional topics that we know are salient (e.g., fake news and political polarization).
Still, the data clarified a range of perspectives on these issues from young people who were
especially concerned about them.
Key insights and implications for the curriculum:
Responses clarified the positive and even essential opportunities of digital life for social
connection, learning, civic engagement, and more. Yet they also illuminated coexisting
challenges. Many of these challenges reflected issues that are already well documented in
research and reflected in the curriculum (e.g., cyberbullying concerns, privacy issues). Yet
there were also challenges described in new ways and/or with new dimensions.
Concerns about managing digital habits suggested a strong desire, for some young people,
to feel less dependent on devices. They wanted to feel more in control of their tech use,
and avoid getting 'sucked in' in ways that displace other needs and interests. After
analyzing their responses about issues related to screen time, we began developing a
protocol specifically designed to build both digital agency and healthy media balance,
through taking stock and taking control of digital habits (Digital Habits Check-Up).
Young people were divided on a range of digital dilemmas. Their own discussions of digital
issues surfaced a collection of further tensions about social dilemmas that arise in their
digital lives and often lack straightforward right or wrong answers. As they described
various worries about growing up with today's technologies, they also voiced concern that
they do not (or would not) know what to do in a variety of social digital situations, from
cyberbullying to privacy issues. This fueled our focus on creating a set of realistic scenarios
without clear cut right or wrong answers (Digital Life Dilemmas) and a protocol to help
tweens and teens think through those situations in ways that could support anticipatory
reflection, perspective-taking, communication, and decision-making (Feelings & Options).
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 59
Data from this group also underscored how social media intersects with civic issues and a
polarized political landscape. The process of developing one's own stances and
participating civically now takes place with and through digital spaces and tools that can be
public, permanent, and widely shared or viewed. This fueled development of a routine
specifically keyed to civic digital dilemmas, and intentionally designed to support
self-reflection, active listening, and discussion across differences (Take a Stand). Relatedly,
concerns about fake news and misinformation bolstered an effort that was already in
motion at Common Sense to design news literacy tools.
Other topic-specific insights led to corresponding changes in lessons about topics like
sexting, media balance, and hate speech. For example, young people described pressures
related to sexting and particular concern about nonconsensual forwarding of nudes;
accordingly, we developed a sexting-related Digital Life Dilemma that directly raises the
issue of nonconsensual sharing of naked pictures.
EDUCATOR SURVEYS
Aims: To explore common and creative pedagogical approaches and emphases in lessons about
digital citizenship as well as topic areas of concern and educators' views on timely digital
dilemmas.
Sample: In October 2017, the DD team surveyed 1,284 educators from across the United States,
and over 80 educators in more than 24 countries. Respondents lived and taught in urban,
suburban, and rural contexts in 49 U.S. states and abroad. These educators worked in public,
private, and faith-based schools, and served young people from diverse socioeconomic, racial,
ethnic, cultural, and religious backgrounds.
Key questions: Questions asked educators to describe details of their past lessons and
interventions related to digital citizenship. We analyzed open-ended responses to glean common
pedagogical approaches and emphases as well as to identify potentially promising and powerful
practices (which we followed up on through subsequent in-depth interviews, described below).
We also used multiple choice and Likert-type questions to ask about major topics/areas of concern
and educator views on digital dilemmas.
Key insights and implications for the curriculum:
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 60
Educators self-described a tendency to fall back on individualistic and
consequence-oriented messages when talking about digital topics (e.g., "Inappropriate
posts can affect you in many ways both socially, academically, and legally," and "Posting
comments online is like shouting them on the town square, except that they NEVER go
away, and they do have consequences," and "You are what you post—now, tomorrow, and
in the future." Considering the messages alongside the survey data makes it clear how and
why such well-intentioned messages can fall short. For example, advice to "take care of
your digital footprint" can fall short in a digital context where other people are co-authors
of one's footprint through (at times unwanted) photo posting and tagging. Attention to the
moral responsibilities young people have to each another in this context is also crucial. We
therefore focused on ensuring the curriculum's lessons direct both student and educator
attention to multiple spheres of influence: Self & Personal Well-Being, Community & Close
Ties, and Wider World & Civic Life, as reflected in the Rings of Responsibility framework
(Rings of Responsibility).
Digital drama and cyberbullying remained a key issue from educators' perspectives, and
teachers described myriad forms of online meanness and fights that their schools grappled
with in recent years. These included: hateful online speech directed at students or groups;
hate pages and fake accounts designed to target individuals; composite, crowd-sourced
accounts or lists (e.g., 'ugly lists,' unkind polls about students); threats of physical violence;
strategic anonymity to post cruel content; videotaping and posting fights; publicly sharing
embarrassing pictures; "subbing;" meanness in group text chats; intersections with hate
speech; self-bullying; and mocking comments. These stories reinforced the importance of
social and emotional learning related to digital citizenship (reflected through the lessons
and thinking routines) and surfaced themes that are now reflected in Digital Life
Dilemmas and lessons about Cyberbullying, Digital Drama & Hate Speech.
Educators acknowledged that students may have more digital expertise and even full
vocabularies of apps and practices that are unfamiliar to adults. Thus, teachers voiced a
recurring worry about how they, as facilitators, could and should support young people.
Thinking Routines, which can be used repeatedly without extended preparation or
requisite knowledge, provide touchstones or 'dry land' for facilitating lessons on digital
situations that may feel foreign or beyond educators' immediate expertise. We designed
the routines to help educators focus on scaffolding certain types of thinking
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 61
(self-reflection, exploring perspectives, envisioning options and impacts) that are both
familiar and vital.
Educators' own responses to digital dilemma scenarios revealed deep polarization on a
number of the specific issues addressed in the Digital Citizenship curriculum. Their
polarized views on digital civic situations (such as use of social media to out and publicly
shame someone for hate speech; who is 'at fault' when a sext is shared) underscored the
complexity of thorny digital dilemmas and the need for specific facilitation tools and
guidance.
137
EDUCATOR INTERVIEWS
Aims: To deepen understanding of pedagogical intentions, moves, approaches, and facilitation
guidance from innovating digital citizenship educators.
Sample: In the fall of 2017 and winter of 2018, the DD team interviewed approximately 25
educators in North America and the U.K. Participants were respondents to the DD Educator
Survey (see above) and were recruited for interviews based on their reported use of innovative
approaches to teaching digital topics.
Key questions: In semi-structured interviews, we asked about the approaches (including
pedagogies) innovating educators used as they taught challenging digital topics (e.g., sexting,
digital footprints, online hate speech), as well as existing and desired resources that support their
digital citizenship teaching.
Key insights and implications for the curriculum
Innovating educators expressed a need for approaches to digital citizenship that go beyond
naming risks and toward helping young people truly navigate digital life outside the
classroom (e.g., when making real-world decisions about whether or not to send a risky
picture at 10:00 p.m. on a Saturday night). This insight fueled the current focus on a
dispositional approach to digital citizenship (Skills and Dispositions).
Innovating educators used approaches that leaned into (rather than skirting) the
complexity of thorny digital situations. Strategies included use of realistic scenarios and
dilemmas, identification of 'red flag' moments and choice points, and anticipatory exercises
137
Visit our educator center for templates and guidance on using Digital Life Dilemmas and Thinking Routines.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 62
that help students develop language and communication skills for real digital situations.
These insights led to inclusion of the collection of digital dilemma scenarios and of thinking
routines that support personal reflection, ethics spotting, perspective-taking,
communication skills, and agency building. These pedagogical moves are embedded
throughout repeated lessons and all three Thinking Routines.
Interviews also pointed to the value of classroom approaches to digital citizenship that are
student-centered, and even student-led, which has been a long-standing emphasis of
Common Sense lessons. The curriculum includes activities such as classroom debates (e.g.,
Take a Stand), engagement with authentic scenarios, and creating personal tech use
challenges (Digital Habits Check-Up).
CLASSROOM FIELD RESEARCH
Aims: To iterate and refine the new thinking routines, test and develop a robust set of digital
dilemma scenarios, and identify facilitation needs
Sample: Sixteen teachers and 435 students located across five U.S. regions in a range of settings
and community contexts.
Key questions: Each educator was asked to teach the same thinking routine a minimum of three
times. We collected and analyzed student work, surveyed students to examine their
understanding of learning goals and conceptions of lesson takeaways, surveyed teachers
immediately after lessons to capture lesson details, and conducted extended debrief interviews
with educators.
Key insights and implications for the curriculum:
Some of the new approaches we had designed were more successful than others. We
considered pilot teachers' facilitation approaches alongside pilot routines and dilemmas to
identify elements that truly supported student engagement and target thinking aims (e.g.,
nuanced reflection, exploration of different perspectives). Based on pilot findings, we
revised core Thinking Routines and the Digital Life Dilemmas set. We also created a guide,
Keys to Using Digital Dilemmas, to help educators avoid common pitfalls in
dilemma-based lessons.
138
138
Visit our educator center for templates and guidance on using Digital Life Dilemmas and Thinking Routines.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 63
Universally, educators in the pilot became comfortable using the Thinking Routines. In
some cases, they developed their own digital dilemmas to use with the routines (at times
teaching with the routine well beyond the three times we had requested). These dilemmas
reflected digital issues salient to their community contexts; we worked with several
educators to create adaptations that are included in the final Digital Dilemmas set.
Educators adapted language in the routines and dilemmas to align with the ages/grade
levels, learner profiles, and identities of their students. We examined these adaptations
and in certain cases revised the wording of Thinking Routine steps and formal guidelines
for their use.
We initially began by testing four Thinking Routines, but included only three in the
curriculum because one routine failed to scaffold the intended kinds of thinking and
dispositional aims.
To learn more about this research and read additional publications, visit Digital Dilemmas, Project
Zero, Harvard Graduate School of Education.
© 2021 Common Sense Media. All rights reserved. www.commonsense.org/education 64
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