To succeed in the IB exams, Digital Society students will need to have a good understanding of Contexts. This is a guide to help IB DP DigiSoc students prepare for exams and get TOP MARKS.
IB DP: Digital Society: Contexts
4.1 Cultural
4.2 Economic
4.3 Environmental
4.4 Health
4.5 Human knowledge
4.6 Political
4.7 Social
Two approaches to Self-Study Digital Society Contexts
Self-Study Approach #1 Digital Society Contexts
Digital Society Contexts BIG PICTURE APPROACH ~ How to Self-Study and IB Exam Prep
Create a MIND MAP:
Explore one context to develop an understanding (MIND MAP CENTRAL FOCUS)
List the digital technology that could be associated with each context (MIND MAP DIGITAL TECH BRANCHES)
Explore the tech news to find real-life examples that are associated with this context (MIND MAD REAL WORLD EXAMPLES BRANCHES)
Self-Study Approach #2 Digital Society Contexts
Digital Society Contexts KEY WORD APPROACH ~ How to Self-Study and IB Exam Prep
Focus on one Contexts group and explore all key terms.
For each key term - be able to define/explain and identify the digital tech associated.
Create a MINDMAP or LIST that connects specific Contexts key terms to Concepts and Contents.
Read various tech news articles and identify specific Contexts associated with the news articles. Bonus points if you can also identify Concepts and Contents. Alternatively (or additionally) have a Contexts key term in mind and then find news stories that are linked. Here are some good resources for tech news:
BBC Click: https://www.youtube.com/@BBCClick/videos
Reuters Technology: https://www.reuters.com/technology/
Wired: https://www.wired.com/
The Guardian: https://www.theguardian.com/uk/technology
The Atlantic: https://www.theatlantic.com/technology/
The New York Times: https://www.nytimes.com/international/section/technology
Self-Study Approach #2 Digital Society Contexts ~ Key Words
4.1 Cultural ~ 4.1A Arts, entertainment and popular culture:
Pop culture and popular culture
Digital art genres (e.g., music genres, film genres)
Digital art creation techniques (e.g. filmmaking techniques, podcast recording and editing)
Digital art forms (e.g., online novels, video games, digital artwork)
Online galleries and digital exhibitions
Streaming platforms (on-demand feature)
Memes
Online forums
Internet celebrities and Influencers
4.1 Cultural ~ 4.1B Home, leisure and tourism:
Home appliances and "IoT"
Home services, technologies and smart homes
Sports broadcasting, eSport and gaming
Travel & Tourism - online booking systems, flights, trains, hotels, Airbnb, travel blogs
4.1 Cultural ~ 4.1C Heritage, customs and celebrations:
Rites of passage (e.g., coming-of-age ceremonies, weddings, funerals)
Cultural heritage and artefacts and the digitization of these
Customs (traditional vs digital)
Celebrations
Languages (and translation apps)
4.1 Cultural ~ 4.1D Subcultures:
Youth cultures
Online communities
Forums
4.2 Economic ~ 4.2A Business:
Operation and digital organization of businesses
Business-specific software (e.g. accounting, payroll, POS, marketing, shift management)
Diversity in businesses and corporations (horizontal, conglomerate, vertical and concentric)
Discrimination
Black box algorithms
Entrepreneurial ecosystems
Digital economy
4.2 Economic ~ 4.2B Employment and labour:
Working practices, such as office design, remote working, digital nomadism, and employee organizations
Crowd work, crowdsourcing, micro work, sharing economy and gig economies
Automation and employment
Gamification
4.2 Economic ~ 4.2C Goods, services, and currencies:
E-commerce, e-trading, and online marketplaces
Personalized and targeted marketing
Cryptocurrency, non-fungible tokens (NFTs), cashless society, loot boxes, and micro-transactions
Additive manufacturing and subtractive manufacturing
User-centric approach
Digital transformation initiatives
Online banking
4.2 Economic ~ 4.2D Globalization:
Borderless selling and global sourcing
Offshoring, outsourcing, reshoring, inshoring, and insourcing
Digital divide, digital poverty, digital exclusion, digital inequalities and digital equity
4.3 Environmental ~ 4.3A Natural resources and ecosystems:
Renewable and non-renewable energies
Biodiversity and ecosystems
Natural resources in digital systems and devices
Smart cities
Threats to ecosystems and biodiversity
Natural events disasters (and all digital technologies associated)
4.3 Environmental ~ 4.3B Pollution and waste:
Recycling and upcycling
Waste management
Types of pollution (air, water, solid, noise, light)
Green computing, carbon footprint and e-waste
Planned obsolescence
4.3 Environmental ~ 4.3C Cities, infrastructures and built environments:
Digital design of urban spaces and cities
Local and regional infrastructures
Transportation
Wayfinding, maps and digital navigation
Global Positioning Systems (GPS) and Geographic Information Systems (GIS)
Distribution and delivery systems
4.3 Environmental ~ 4.3D Agriculture:
Digital tech associated with agricultural production and distribution
4.4 Health ~ 4.4A: Medicine and Health:
Designing and delivering medical diagnostics digital technology
Delivering medical care with digital technology
Medical research and development
Digital health records
Monitoring and tracking health
4.4 Health ~ 4.4B: The Human Body & Human Enhancement:
Bio-hacking
Implanted technology
Exoskeletons
Organ and bio-printing
Accessibility approaches for people with disabilities
Ergonomic design
Transhumanism
Assistive technology
4.4 Health ~ 4.4C: Mental Health:
Approaches to understanding mental health and ensuring mental health
Social media addiction
FOMO
Video game addiction
VRET
Digital systems and mental health: Attention, addiction and anxiety
4.5 Human Knowledge ~ 4.5A: Learning and Education:
Formal Education: Design and delivery in schools and remote learning environments
Non-formal Education: Skill training and competency development
Post-formal Education: Self-directed learning
Digital pedagogies
Social-emotional learning
Critical thinking skills
Creative computing
synchronous and asynchronous learning
MOOC
SAMR
Competency development, behavioural competencies and functional competencies
4.5 Human Knowledge ~ 4.5B: Science and Technology Innovation:
Open source
Open innovation
Citizen scientists
Research and development
Paywall
Freemium
4.6 Political ~ 4.6A Political processes:
Digital voting and campaigning
Formal and informal forms of political participation, such as lobbying, political movements and activism
Political advertising
Propaganda
Formal political participation
Informal political participation
Political communication
Political participation
Political advertising
Political ads on Facebook
Antitrust and tech platforms
Political participation
Clicktivism
Election disinformation
Authenticity
Digital campaign tools
Digital campaign strategies
AI-generated content
Public awareness
Digital challenges
Influencers on political and social media channels
4.6 Political ~ 4.6B Governing bodies:
Governing bodies
Organization and role of local, regional, national and global governing institutions
Non-governmental organizations (NGOs)
Non-state political actors
4.6 Political ~ 4.6C Conflicts and war:
Warfare
Terrorism
Digital technology as a tool for warfare
The impact of digital technology on the way wars are fought
Intelligence gathering and surveillance
Information operations and propaganda
Military communication and coordination
Crowdsourcing information and intelligence
Cyber attacks and cyber warfare
The way wars are documented and investigated
Documenting war crimes
Decision-making on international levels
Law works to protect civilians
4.6 Political ~ 4.6D Laws, regulations and policies:
Cyber crime and lawbreaking
Surveillance and monitoring
Public and private policy
Professional codes
Rules and regulations
Laws, regulations, and policies
4.7 Social ~ 4.7A Social Components of Identity:
International-mindedness
Common humanity
Shared experiences
Goals of people across borders
Age and demographics
Expression & Sexuality: A person's sense of self as male, female, or something else, how they express their gender, and their sexual orientation.
Race & Ethnicity
Religious Beliefs & Practices
4.7 Social ~ 4.7B Social Class:
Social Class System (hierarchical structure of society based on factors like income, education, and occupation)
Intersectionality
4.7 Social ~ 4.7C: Families and Relationships:
Family formation & connection
Friendship & companionship
Online relationships
Online group memberships
Other Key Terms:
Social Media: Websites and apps designed for connection and sharing information (e.g., Facebook, Twitter, Instagram).
Online Communities: Groups of people with shared interests who connect digitally (e.g., forums, online gaming communities).
Virtual Worlds: Simulated environments where users can interact with avatars (e.g., Second Life, Metaverse platforms).
Messaging Apps: Apps for text, voice, and video communication (e.g., WhatsApp, Discord, Telegram).
Social Networking: Building and maintaining connections through online platforms.
Digital Identity: The persona you create and present online.
Virtual Communities: Online spaces fostering a sense of belonging and shared experience.
Online Collaboration: Working together on projects virtually.
Social Presence: The feeling of being “there” with others online.
Computer-Mediated Communication (CMC): Communication through digital tools.
Cyberbullying: The use of electronic communication to bully a person, typically by sending messages of an intimidating or threatening nature.
Digital Divide: The gap between those who have access to technology and those who don't.
Information Poverty: The lack of access to information and communication technology (ICT) due to social, economic, cultural, and other factors.
Attention Economy: The idea that attention is a limited resource in the context of the sheer volume of information available through mass media and networked publics.
Scarcity of Attention: The concept that attention has essentially become a limited resource due to the rise of the marketization of attention.
Social Exclusion: The concept of social exclusion being multi-dimensional and dynamic, encompassing a variety of diverse measures and subject to change.
Digital Cooperation: A multi-stakeholder collaboration that seeks to address the social, ethical, legal, and economic impacts of digital technologies in order to maximize their benefits and minimize their harm.
Digital Inclusion: The process of ensuring those who do not have the skills and ability needed to access and use digital devices and content can do so safely and effectively.
Digital Literacy: The skills and abilities needed to access and use digital devices, the internet and other ICTs confidently, safely, and effectively.
Digital Skills: The skills needed to use information and communication technologies to one’s advantage while reducing potential harm coming from digital products, services and business models.
Digital Transformation: The customer-driven strategic business transformation that requires cross-cutting organizational change as well as the use of digital channels.
Digital Understanding: A profound comprehension of how digital products, services and business models function beyond the operational level or user interface.
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