This paper aims to explore the impact of interactive electronic stories on adolescent students in secondary schools to raise awareness of digital citizenship and democratic values in relation to villages. Interactive digital reading is a technology that combines different components of stories with multimedia elements such as text, audio, images, and animations. The proposed work aims to fill the urgent need to teach cyber ethics to adolescent students in the technological age. In this age, improper use of digital media platforms by students has resulted in behaviors that are not only harmful to themselves but also to others. Behaviors such as cyberbullying and exposure have destroyed democratic values. Based on behavioral, cognitive, and constructivist theories of learning, this work demonstrates how interactive stories that are designed to achieve specific goals can be successful in promoting democratic values of citizenship among adolescent students. This study highlights that conventional methods of monitoring are not sufficient. Instead, students are to be made aware of a holistic concept of different dimensions of digital citizenship to cope with current technology.
Abeer Ali (Wed,) studied this question.