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k12elearning.com


​Digital Health
​and Wellness

Man ignoring kids to use the internet

learning objectives

  1. Understand how students are physically affected by using technology.
  2. Develop ways to raise student awareness of possible physical health and wellness issues associated with excessive, inappropriate technology use.

digital health & wellness overview

Unhealthy looking cartoon character sitting at computer
"Too much of a good thing isn't good", "If some is good, more is better", are a couple phrases that come to mind when I read this section.  Additionally, the label prescribing proper use on fitness equipment is relevant to digital health and wellness.  According to Ribble (2015), students need to be aware of the physical dangers of using digital technology.  Ergonomic conditions such as carpal tunnel syndrome and other conditions that cause pain to various parts of the body are all consequences of excessive use, and improperly placed technology.  When designing a computer lab, or working at home, computers and digital tools should be placed at an appropriate height that allows an individual to work in proper posture.  Visual descriptions and proper adult supervision can help educate students and alleviate health and wellness problems.

Besides the ergonomics problems, Ribble (2015), believes that some individuals can develop "internet addiction", with effects similar to those of an alcoholic. Ribble states that there have been cases of this condition leading to severe health problems, and even death.  We have all probably heard of "Death by PowerPoint", but "death by internet" is likely something you haven't considered.  In the case of internet addiction, a person will refrain from tending to their personal needs. According to addictionrecov.org, Internet addiction is described as an impulse control disorder, which does not involve use of an intoxicating drug and is very similar to pathological gambling.  Some Internet users may develop an emotional attachment to on-line friends and activities they create on their computer screens. 

As the use of digital tools becomes more and more common among our youth (even toddlers), we need to be aware of the potential for health issues as users become dependent on their tools.  Designing labs and workstations that are sized appropriately for users, and monitoring time spend using these tools will help to improve health and wellness of users of all ages.  These strategies need to be discussed at schools, but more importantly, must be reinforced at home.

Connections to personal experience

Couple on date showing phone app to help stop using the phone (irony)
As someone who grew up without internet and the digital tools similar to what we have today (unless you count Atari), my interest and use of these devices came later in life.  Compared to millennials and children today, my use is minimal.  Nevertheless, after reading this section, I can easily see a big change in my digital use and habits in the last 5-10 years.  The use of digital tools can easily render someone more inactive and contribute to weight gain and pack pain (and other pains).  Monitoring my own use has become more difficult since my career is more centered around the computer than ever.  In fact, it is rare that I am not in front of a screen.  That usage does not stop at work; I am almost as bad at home.  After reading this section of Ribble's book, I realize that I need to be more conscious of my usage, and be sure that my young son develops good habits as well.

Connections to field/discipline

Person sleeping with technology in unhealthy position
Have we become too dependent on digital tools?  Have they contributed negatively to physical and social health and well-being?  These are questions that educators and parents must investigate to find answers.  As I mentioned above, too much of a good thing isn't good.  It is easy to blame the tools for people's ills, but educating students, parents, and teachers about these issues is a good start.  So far in this Digital Citizenship section, we have looked at issues regarding use as it pertains to the digital society, but health and well being may be the most important one yet.  Without health and well being, the others are really not factors.  For that reason, we must stress the proper use and moderation in order to produce digital citizens that also lead positive, healthy, "real time" lives.

Npr broadcasts

When Playing Video Games Means Sitting On Life's Sidelines
October 20, 2013
Runtime: 14:15

People who experience internet addiction have experienced depression and even drop out of college, and detachment from reality. This broadcast chronicles the rehab experience of several men whose lives have been negatively affected by their addiction to the internet, and their experience in rehab in rural Washington.


Broadcast Transcript:  When Playing Video Games Means Sitting On Life's Sidelines
​Ribble, M. (2015). Digital citizenship in schools: Nine elements all students should know (3rd ed.). Eugene, OR: International Society of Technology in Education. 

What is Internet Addiction?, Retrieved May 21, 2016, from http://www.addictionrecov.org/Addictions/index.aspx?AID=43 
Digital Security
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