Week 1 T&L Activities:

Impacts on business:

• impact on company culture:

o changes in face-to-face communication (for example remote working, video conferencing)

o increase in expected productivity and outputs

Information and communication businesses reported the biggest increase in businesses using, or planning to use, homeworking permanently

Percentage of businesses using, or planning to use, homeworking as a permanent business model, businesses not permanently stopped trading, broken down by industry, weighted by count, UK, 16 to 29 November 2020 and 4 to 17 April 2022

o increase reach and scale

o increase of staff monitoring

o adaptive working practices

 

Autonomous operation:

The use of autonomous operations for an organisation can provide a number of positive and negative outcomes for them. The automation of process can improve overall productivity and output with added detail and potential product quality and standards. However this can provide additional implications to a number of the below aspects.

Dehumanisation of service:

Loss of jobs - The automation of production can mean that computer systems are able to replace physical roles that may have been filled by humans. This can be cost efficient in the eyes of an organisation as any device replacing human roles will not require holidays, sickness cover, any form of employee dialusion or dispute. However, this  can provide a company with improved output and performance. Adversely it may provide new employment prospects to other skilled areas of employment, such as IT operative and engineers. 

Loss of human empathy in decision making - Incorperation of autonomous process can remove a "human" touch to a process, this could be in using systems to generate a list of IT devices that need to be replaced as a system will look at set criteria and not see that the system has not been used as destructfully as is condidered by the system and therefore could last for longer than has been considered. This can also be related to employees within specific roles in a system.

Shift in skill requirements and skills redeployment

 

Impacts on society:

Loss of privacy:

Digital footprint

 

Surveillance

 

Changing behaviours:

o social skills

o scalable remote engagement, wider peer and professional networks

o creation and curation of a digital identity

 

Communication Access:

Resistance to technological change - Individuals and some organisations struggle to consider changing systems as the may think "if its not broken, then dont fix it" however in IT this may not be possible. The evolution of technology and systems mean that systems can become vulnerablilitys to attack, or prone to failure or incompatible, therefore it is important that systems follow these improvements. The impact on users will always provide challenges in itself, and for some that may have used a system for a number of years there can be resistance to change as they might have thier ways to do things and the new ways may feel that it takes longer. This resitance can be merited, however, organisations should provide training and development to those using the systems to ensure that they understand the new systems and hopefully dispel any anxioty around using the systems. 

 

Potential isolation:

 Transition to remote communication and services

 Due to lack of digital skills or technology -

 Locations (for example limited mobile data coverage)

 

Improved access to information (for example educational, online employment searches, access to 24/7 advice - NHS)

 

 


Files that support this week

English:

Assessment:

Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:
Awarding Organisation Criteria:

R2.1 How the increasing reliance on digital technology can cause ethical and moral impacts on business and society.


Maths:
Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
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Week 2 T&L Activities:

Impacts:

• psychological:

o cyberbullying

 

o mental health

o addiction (for example gambling, gaming, social media)

o stress

• physical:

o posture

o eye strain

o repetitive strain injury (RSI)

o reduction of physical activity

o disturbed sleep patterns

Mitigation techniques:

 

• regulate use of digital technology (for example effects on sleep patterns, effects on mental health, screen breaks)

 

• report misuse to relevant authority (for example platform owners, police)

 

Display screen equipment (DSE) and workstation assessment:

   o equipment (for example footrest, back support, screen filters)

 

Self-exclusion (for example gambling website/app)

The use of self-exclusion is widely used in areas where users can find themselves becoming addicted to a video game or gambling to temporarly take a break. Self-exclusion for gambling websites and apps is like a "cool-off period" button for online gambling habits. It allows users to restrict themselves from accessing these platforms for a set period.

Here's how self-exclusion works:

Users can self-exclude directly on the gambling website or app they use. They should have a dedicated page or section for self-exclusion.

Users are able to choose a self-exclusion period ranging from 6 months to 5 years, depending on the platform.

Once registered, users can be blocked from logging in, making deposits, or placing bets on that specific website or app.

 

Seeking Additional Support:

Remember, self-exclusion is a step towards taking control of your gambling habits. If you or someone you know is struggling with gambling addiction, there are resources available to help.

 

Imagine you're creating a new app to help people who want to self-exclude from gambling websites and apps. But this app goes beyond just blocking access!

Your Challenge:
Brainstorm Support Features:
Think of features that could help someone stick to their self-exclusion commitment and develop healthier habits. Here are some ideas to get you started:
   1. Motivational Quotes & Challenges: Daily inspirational quotes or challenges to keep users focused on their goals.
   2. Positive Activity Tracker: A tracker to log and celebrate positive activities that replace gambling habits.
   3. Support Group Chat: A safe space for users to connect and encourage each other.
   4. Educational Resources: Information about gambling addiction, responsible gambling practices, and healthy coping mechanisms.
   5. Reward System: Earning points for completing challenges or milestones, redeemable for virtual rewards or discounts on non-gambling activities.

Design Your App Screen: On a piece of paper or digitally (if comfortable), sketch a layout for the app's main screen. Include the features you brainstormed and how they would be visually represented (icons, buttons, etc.).

Who Would You Promote It To?: Consider who might benefit most from your app (age group, interests, etc.) and brainstorm ways to reach them (social media campaigns, partnerships with youth organizations).

Bonus Challenge:Think about potential challenges users might face when self-excluding (boredom, peer pressure) and brainstorm additional features the app could offer to address these challenges.

Remember: There's no one-size-fits-all solution, but a well-rounded support system can make a big difference. Your creative app design could be a helpful tool for people looking to overcome gambling addiction!

 

 


Files that support this week

English:

Assessment:

Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:
Awarding Organisation Criteria:

R2.2 The impact of unsafe or inappropriate use of digital technology and mitigation techniques to reduce impact.


Maths:
Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
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