Who Controls Whom? Navigating Our Digital World
Inquiry Framework
Question Framework
Driving Question
The overarching question that guides the entire project.How can we, as global digital citizens, use [Target Language] to evaluate the influence of technology on our daily lives and advocate for healthier digital boundaries for students in the U.S. and [Target Language Country]?Essential Questions
Supporting questions that break down major concepts.- How do we describe our daily digital routines and tech habits using target language vocabulary?
- In what ways do algorithms and app designs influence the choices we make online every day?
- How does the 'screen culture' of students in the United States compare to that of students in [Target Language Country]?
- What are the physical and emotional signs that technology might be controlling our behavior?
- How can we use persuasive language and commands in [Target Language] to advocate for healthy digital boundaries?
- What strategies can we implement to ensure technology remains a tool for our benefit rather than a distraction?
Standards & Learning Goals
Learning Goals
By the end of this project, students will be able to:- Students will be able to describe their daily digital routines and habits using target language vocabulary and present tense/reflexive verbs.
- Students will compare and contrast technology use and 'screen culture' between the United States and a target language-speaking country using comparative language structures.
- Students will identify and articulate the physical and emotional impacts of technology use (e.g., eye strain, social isolation, connectivity) in the target language.
- Students will create an advocacy campaign (PSA, digital poster, or video) using persuasive language and imperative commands in the target language to promote healthy digital boundaries.
- Students will analyze how digital design features, such as algorithms and notifications, influence user behavior and decision-making.
ACTFL World-Readiness Standards for Learning Languages
ISTE Standards for Students
CSTA K-12 Computer Science Standards
Entry Events
Events that will be used to introduce the project to studentsThe Digital Shadow Profile
Students are shown a 'Digital Shadow'—a visualization of the data they leave behind in a single day—presented as a biography written in the target language by an unknown observer. They must decide which parts of this digital identity are 'true' and design a plan to 'retake' their narrative from the platforms that track them.Portfolio Activities
Portfolio Activities
These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.The Digital Mirror Diary
Building on the 'Digital Shadow' entry event, students will track their own technology usage for 24 hours. They will then translate this data into a 'Daily Tech Diary' written in the target language. This activity focuses on the linguistic building blocks of the project: reflexive verbs (e.g., 'I wake up and check...') and time-specific vocabulary.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA 'Digital Shadow Profile' poster or digital slide featuring a timeline of their day, labeled in the target language, and a short reflective paragraph about their most frequent tech habit.Alignment
How this activity aligns with the learning objectives & standardsAligns with ACTFL 1.1 (Interpersonal Communication) as students discuss habits, and ISTE 1.2.b (Digital Citizen) as they reflect on their digital identity. It specifically addresses the learning goal of using reflexive verbs and daily routine vocabulary in the target language.Screen Culture Scouts
Students will become 'Cultural Scouts' to investigate how teenagers in a country where the target language is spoken (e.g., Spain, Mexico, France, Senegal) use technology. They will use authentic resources (infographics, youth forums, or news snippets) to find similarities and differences in screen time, popular apps, and social norms.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityAn 'International Tech Venn Diagram' with a written summary in the target language using comparative structures (e.g., 'Students in [Country] use TikTok more than/less than students in the U.S.').Alignment
How this activity aligns with the learning objectives & standardsAligns with ACTFL 4.2 (Cultural Comparison) and CSTA 1B-IC-18 (Computing technologies across cultures). It targets the learning goal of comparing 'screen culture' between the U.S. and a target language-speaking country.Decoding the App Spell
In this activity, students investigate the 'magic' behind the screen. They will learn vocabulary for physical and emotional states (eye strain, anxiety, joy, connection) and identify specific app features (notifications, infinite scroll, 'likes') that make them stay online. They will discuss in the target language whether these features represent 'control' or 'utility'.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityAn 'App Anatomy' infographic that labels at least three persuasive design features and describes their physical or emotional effect on the user in the target language.Alignment
How this activity aligns with the learning objectives & standardsAligns with ISTE 1.3.b (Evaluating media/data) and ACTFL 1.1 (Sharing opinions). It meets the learning goal of identifying physical and emotional impacts of technology and how design features influence behavior.The Digital Independence Campaign
Students synthesize everything they have learned to create a 'Tech-Life Balance' advocacy campaign. Using the imperative mood (commands), they will create a series of 'Digital Rights and Responsibilities' to help their peers 'retake' control of their tech usage. This is the culminating project where they advocate for a specific change in behavior.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA 60-second PSA video or a high-impact digital campaign poster in the target language that uses at least five imperative commands to encourage healthy digital habits.Alignment
How this activity aligns with the learning objectives & standardsAligns with ACTFL 1.3 (Presentational Communication) and ISTE 1.2.b (Digital Well-being). It fulfills the learning goal of using imperative commands and persuasive language to promote healthy boundaries.Rubric & Reflection
Portfolio Rubric
Grading criteria for assessing the overall project portfolioDigital Independence and Linguistic Advocacy Rubric
Target Language Proficiency
Evaluates the student's ability to communicate effectively and accurately in the Target Language using specific thematic structures.Linguistic Accuracy and Complexity
The accurate and varied use of target language vocabulary (technology, daily routines, emotions) and grammatical structures (reflexive verbs, comparatives, and imperative commands).
Exemplary
4 PointsDemonstrates sophisticated use of vocabulary and complex grammar. Reflexive verbs, comparatives, and commands are used accurately and naturally to enhance the message. Errors are negligible and do not impede communication.
Proficient
3 PointsDemonstrates thorough use of required vocabulary and grammar. Reflexive verbs, comparatives, and commands are used correctly in most instances. The message is clear and easy to follow.
Developing
2 PointsDemonstrates emerging use of vocabulary and grammar. Shows inconsistent application of reflexive verbs or commands. Meaning is generally clear, but errors may occasionally distract the reader/viewer.
Beginning
1 PointsDemonstrates initial understanding of vocabulary and grammar. Struggles with reflexive verbs and commands. Frequent errors make the message difficult to understand.
Cultural Competence and Global Inquiry
Evaluates how well the student investigates and compares digital habits across different cultures.Intercultural Reflection
The ability to investigate, explain, and reflect on the similarities and differences between 'screen culture' in the U.S. and the target language country.
Exemplary
4 PointsProvides a deep, insightful analysis of cultural differences. Uses specific data to draw sophisticated parallels between personal habits and global tech trends. Shows high empathy and cultural awareness.
Proficient
3 PointsProvides a clear and accurate comparison of tech habits between the two cultures. Identifies relevant similarities and differences using appropriate comparative structures.
Developing
2 PointsIdentifies basic cultural differences but lacks depth or specific data. Comparison is present but may rely on stereotypes or incomplete information.
Beginning
1 PointsMinimal or no evidence of cultural research. Fails to compare the target country with own experience in a meaningful way.
Digital Citizenship and Awareness
Evaluates the student's understanding of their own digital footprint and the persuasive nature of technology design.Critical Data and Design Analysis
The ability to analyze personal data (Digital Mirror Diary) and evaluate how app design/algorithms influence physical and emotional well-being.
Exemplary
4 PointsDemonstrates exceptional critical thinking by identifying complex connections between app design and behavior. Reflection on personal data is profound and evidence-based.
Proficient
3 PointsEffectively analyzes how specific app features influence choices. Personal reflection shows a clear understanding of tech habits and their impacts.
Developing
2 PointsIdentifies app features and personal habits but struggles to connect design to behavior. Reflection is basic or descriptive rather than analytical.
Beginning
1 PointsShows minimal awareness of how technology influences behavior. Data tracking is incomplete or lacks any reflective component.
Presentational Communication and Advocacy
Evaluates the student's ability to synthesize learning into a persuasive final product that promotes healthy digital habits.Advocacy and Presentation
The effectiveness of the final advocacy campaign (PSA or Poster) in persuading an audience to adopt healthy digital boundaries using the imperative mood.
Exemplary
4 PointsCreates a highly persuasive and innovative campaign. Commands are powerful, culturally relevant, and the visual/audio elements are professional and compelling.
Proficient
3 PointsCreates a clear and effective advocacy piece. Uses at least five commands correctly to encourage change. The final product is organized and professional.
Developing
2 PointsProduces an advocacy piece with a clear message, but persuasion is limited. Uses fewer than five commands or commands are grammatically inconsistent.
Beginning
1 PointsThe final product is incomplete or fails to advocate for a specific change. Commands are missing or used incorrectly. Presentation is disorganized.