
 
Indonesian citizens are still low. Where in the current 
digital era the value to be upheld is tolerance and care 
for others or specifically is the digital etiquette. 
Based  on  the  explanation  above,  the  current 
digital era makes young citizens to form a new culture 
so that the rules and norms of cyberspace is unclear, 
this  is  in  accordance  with  what  was  disclosed  by 
Fostering (2016) that young citizens in the digital era 
with unclear norms required a clear norm for digital 
citizens. This means that the virtual world  has risk 
content, conduct and contact. According to research 
by Machfiroh (2016), 75% of junior high school kids 
have seen pornographic content, 93% do not bother to 
download  or  share  music  illegally.  This  is  in 
accordance with Fostering (2016) that 89% of young 
people in the US do not bother to download music 
illegally. Risk conduct is related to cyberbullying. In 
Indonesia, according to research results by Djuwita 
Soesetio (2005), bullying is increasing through social 
media. Meanwhile, in Europe, Australia, US, Korea 
and Japan, cyberbullying is occurring in about 10 to 
40 percent. In the terms of risk contact, it turns out 
that currently in Indonesia, there are many hoax news 
that are difficult to find the truth. Therefore, it is not 
only the protective measures for network security that 
are needed for young digital citizens but it is also need 
a  model  of  teaching  for  young  people  or  digital 
citizenship education as a necessity in the digital era. 
Indonesian citizens with a total population of 290 
million people, it turns out internet users as much as 
51.5%. That is, it is a great potential in developing 
Indonesian citizens  in the digital era.  Based on the 
results of research by Machfiroh (2016) indicates that 
junior high school students in the city of Bandung, for 
85% are using mobile phones. APJII research in 2016 
shows that 18.4% of internet users are aged of 10-24 
years old on Java Island. In the United States PEW 
research results that 75% of kids have smartphones 
aged 12-17 years old (Buckingham, 2000) Currently, 
parents  or  teachers  are  firstly  prior  experiencing 
gadgets addiction. Children who do not get enough 
parenting  acts  due  to  parents  who  get  addicted  to 
digital  device,  the  child  can  grow  with  negative 
emotions and cannot control sadness, anxiety or even 
anger well. Developed countries already limited the 
use of mobile phones for children such as Germany 
and Finland. This is in accordance with the results of 
research of Buckingham (2000) that many children 
lose  their  childhood  due  to  consuming  too  much 
electronic media, in the form of adult material so that 
children quickly become adults. 
The results of a survey conducted by Google in 
2015 (APJII, 2016), said that currently Indonesia is in 
the third rank of the world in accessing pornographic 
websites, not to mention other forms of crime in the 
form  of  humiliation  and  defamation,  online  fraud, 
hacking  and  cracking  and  other  forms  of  crime. 
Starting from 2008 to 2014, it has been recorded that 
most people violate in the realm of communication 
skills  namely  defamation  as  92%  through  digital 
media. Prior to the revision of Law No.11 of 2016 on 
Information and Electronic Transactions, conditions 
in Indonesia need to be upgraded in law enforcement, 
71% of law violations cases are regarding electronic 
transactions, only 13% were found guilty, and the rest 
with 23% are unclear of legal settlement. However, 
after  Law  No.11  of  2016  on  Information  and 
Electronic  Transactions  is  passed,  more  and  more 
people  who  report  cases  related  to  misuse  of 
Information  and  Electronic  Transactions.  Based  on 
the  researchers'  analysis  of  the  cases  above, 
Indonesian  citizens  have  not  been  strong  in  the 
competence  of  digital  citizens  related  to  digital 
etiquette. So, it is required a teaching model or digital 
citizenship education for young people/young citizen. 
This is in line with Fostering (2016) opinion that in 
the digital era, the most important for young citizens 
is  to  teach  them  about  digital  literacy  and  digital 
etiquette.  The  difference  in  this  study  is  more 
emphasizing about  how  is the model education for 
digital etiquette specifically for Indonesia. Different 
with research results of Ribble and Bailey (2007) in 
schools  in  improving  the  ability  to  manage  and 
monitor  the  behavior  in  using  technology,  which 
contained  security,  ethics,  norm,  and  culture  for 
students  that  can  be  done  through  9  elements.  In 
contrast  to  this  research,  researchers  will  further 
examine  the  digital  etiquette.  This  is  based  on 
research  results,  which  the  number  of  people 
reporting  legal  crimes  through  the  digital  world  is 
always increasing. Citizen competence in the digital 
world  required  etiquette,  because  this  digital 
technology is fast, has no space and time limit and 
easy.  That  is,  citizen  ethics  is  not  only  in  the  real 
world, but it is also required in cyberspace. What is 
ethics likes  in cyberspace? So,  how is the teaching 
ethic? The education model about ethics and etiquette 
in the digital era for citizens, especially in the context 
of  Indonesia  is  needed  to  prepare  and  keep  young 
Indonesian citizens sticking to the norms and ethics 
of Indonesian culture that is the value of Pancasila. 
The  benefit  of  this  study  is  to  provide  learning 
solutions in the digital era related ethics and etiquette. 
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