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Year 6

Communicate

Digital Footprint (Digital Footprint & Identity).

Students learn to think carefully before posting and sharing information by comparing their digital footprints to things such as a permanent marker, a copy machine, or a jumbotron at a stadium.

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The Pressure to Be Connected (Media Balance & Well-Being).

Students hear what other teens have to say about how digital media has them feeling "hooked," then think critically about their own digital media use.

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Connect

 

Friendships and Social Media (Relationships & Communication).

Students hear what other teens have to say about using social media to connect with friends, consider the complications and distractions that can happen, and think critically about how social media affects their own relationships.

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Oversharing and Your Digital Footprint (Digital Footprint & Identity).

Students hear what other teens have to say about sharing on social media, then think critically about the decisions they're making any time they post something online about themselves or others.

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 Social Media TestDrive Simulations:

Like a driving simulator for young people learning to drive a car for the first time, Social Media TestDrive provides a simulated experience of realistic digital dilemmas and scenarios, along with key concepts and strategies for navigating them.

Each Social Media TestDrive module teaches a set of digital citizenship concepts within a safe and protected platform. Young people can practice important social media skills without worrying about negative consequences.

Social Media TestDrive does not collect or store any personal information. Young people are able to create a profile, but all data is permanently deleted once users finish a module or leave the Social Media TestDrive website.

  • Is This Private Information? (Relationships & Communication). Students learn what information is safe to share with different audiences on social media and what information is inappropriate to share.
  • Scams and Phishing (Privacy & Security). Students learn to understand the consequences of identity theft, and how to take action against phishing scams on social media.
  • Online Identities (Digital Footprint & Identity). Students learn to manage self-presentation, and understand how online identities can change with different audiences on social media.
  • News in Social Media (News & Media Literacy). Students understand why fake news exists, and how to identify the tell-tale signs of fake news on social media.
  • How to Be an Upstander (Cyberbullying, Digital Drama & Hate Speech). Students identify signs of cyberbullying, and practice how to respond when they see others being cyberbullied.
  • Ads on Social Media (Privacy & Security). Students explore how companies collect user data to display targeted ads on social media, and learn how to identify ads and sponsored posts within their feed.
  • Shaping Your Digital Footprint (Digital Footprint & Identity). Students explore how actions on social media create a digital footprint, and learn skills to shape digital footprints positively.
  • Healthy Social Media Habits (Media Balance & Well-Being). Students explore how social media platforms are designed to keep their attention, and how to practice healthy habits for media balance.
 
  • Social Media Privacy (Privacy & Security). Students learn how social media sites collect information about users, and learn strategies for protecting privacy on social media.
  
 

Digital Compass Game:

The award-winning game is an innovative way to give students the freedom to explore how decisions made in their digital lives can affect their relationships and futures. Through the suite of popular choose-your-own-path games, students play through the perspective of one of eight main characters, each of whom is facing a different digital citizenship dilemma. The varied story paths and multiple decision points encourage students to play repeatedly in order to explore alternative courses of action.

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    • Character A: Insta-Slammed (Cyberbullying, Digital Drama & Hate Speech). Students play Pepper, who is popular at school but has a lot to learn when it comes to being a good friend, as she gets caught up in the newest app craze of Cute or Brute.
    • Character N: Kung Fu Fibber (Digital Footprint & Identity). Students play Hutch, who's determined to master all things sports-related, but has yet to learn how to master his own self-image online.
    • Character Y: Far-Fetched Facts (News & Media Literacy). Students play Jay, who has been assigned a research report assignment on an endangered insect, but who's overwhelmed by searching for credible resources.
    • Character W: Digital Heartbreak (Cyberbullying, Digital Drama & Hate Speech). Students play Rhonda, who makes decisions on a roller coaster of digital drama when her friend gets swept up in a new romance.
    • Character H: Me, Me, Meme (Digital Footprint & Identity). Students play Wink, who is competing with her friend to land the internship of her dreams, but may be tarnishing her digital footprint in the process.
    • Character E: Hack-a-Wrong (News & Media Literacy). Students play Seven, who is determined to make his mark with a winning invention, but whose creative process is influenced by the "inspiration," as well as distractions, he finds at every turn.
    • Character R: Break It Down (Digital Footprint & Identity). Students play Breaker, who is tempted to become famous by posting his dance moves online and managing his digital footprint on his journey to fame.
    • Character E: Sticky Situation (Privacy & Security). Students play Miko, who finds herself in a sticky situation after signing up for the newest app everyone is obsessed with, then quickly realizing the sacrifice to her online privacy.
      

    Code

     

    Learn to code – Pre-reader Express

    Learn computer science by trying the lessons at your own pace! Learn to create computer programs, develop problem-solving skills, and work through fun challenges! Make games and creative projects to share with friends, family, and teachers.

    Learn to code – Ages 9 to 18: Express Course

    Learn computer science by trying the lessons below at your own pace! Learn to create computer programs, develop problem-solving skills, and work through fun challenges! Make games and creative projects to share with friends, family, and teachers.

      

    Collect

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