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Educational websites

Websites for Digital media literacy

Websites for Positive online behaviour

Websites for Peer and personal safety

Websites for e-Security

Websites—digital media literacy

CyberNetrix Learning Activity 1: Developing a Personalised Safety Action Plan

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

Students develop a personalised safety action plan in this first activity in the CyberNetrix series. Students determine the safety issues that pertain to them, sharing these ideas with their classmates, understanding their use of technologies and their own behaviours, and developing a collective class approach to highlight safe behaviours for themselves and their peers.

On completion of this activity, students will understand:

  • the need for keeping personal information private
  • what to do when they feel threatened or uncomfortable
  • the need to be circumspect when interacting with others online, that not everyone they meet online is who they say they are and that if something sounds too good to be true, it probably is
  • the safety protocols for meeting someone face to face whom they have met online
  • they have the control
  • how to protect their computer from virus, worm, spyware, spam and trojan attacks
  • their use of technologies and their own behaviours
  • the issues applying to their whole class in order to develop a collective class approach highlighting safe behaviours for themselves and their peers
  • who they can report to when someone or something makes them feel uncomfortable or unsafe.

Time: Five (50 minute) lessons depending on level of access to computers.

CyberNetrix Learning Activity 6: RL—wussup? (Real Life—what’s up?) Survey and Report

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

The learning focus is peer teaching and how internet-savvy young people who understand the potential applications and advantages of using internet and mobile technologies, as well as the pitfalls, are able to make more informed decisions about their online behaviours. Students develop a survey to explore the technologies their peers are using regularly and how they are using it, and research safe online behaviours and strategies for dealing with unsafe situations. Students present their findings in a report and use the information to develop a themed advertising campaign targeting the survey group, including relevant Golden Rules for this group.

On completion of this activity, students will be able to understand:

  • the technologies their peers are using regularly and how they are using it
  • safe online behaviours and strategies for dealing with unsafe situations
  • the structures and functions of surveys, and the processes of collation, analysis and reporting.

Time: Three to ten (50 minute) lessons depending on class access to technology.

Cybersmart Detectives

This is an online and real-time simulation activity for students (11–12 year olds) to help them learn about some of the risks associated with internet use, some useful tips for chatting safely online, and to discuss the issues of online deception and cyberbullying that lie behind this story with professionals who deal with similar issues on a daily basis.

Students work in teams to investigate and solve an internet-themed problem online in a secure environment, and are able to interact in real time with Cybersmart Guides, internet safety experts working in 'virtual control rooms' located throughout Australia. Teams uncover clues and make suggestions about how a fictional student at their school should deal with online deception and cyberbullying. The online Cybersmart Guides respond to questions and help teams through the activity. As the scenario unfolds, students discuss the risks of online and offline behaviours and ways to manage those risks.

The hour-long activity is provided free of charge to schools. Teachers register their teams with the ACMA to take part in the activity. The ACMA provides safety brochures and follow-up activities for teachers to reinforce the internet safety message.

Key safety messages:

  • people who you meet online may not be who they say they are
  • children should never give out personal information when they are chatting online
  • if children want to meet face to face with someone they have chatted with, they should always take a parent with them
  • parents should be involved in and monitor their children's use of the internet, especially chat rooms.
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Websites—positive online behaviour

CyberNetrix Learning Activity 3: Banner

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

Students learn how the internet is a dynamic and interactive medium for advertisers and how marketing techniques can be designed to convey key messages with high impact. Students use this to create their own key message advertising banner headline and tag line (key message) for a website/PowerPoint presentation that is designed to inform people about safe use of the internet and other technologies.

On completion of this activity, students will:

  • understand key safety hints to inform behaviour using internet and/or mobile technologies
  • have developed insight into communicating effectively using internet media strategies.

Teaching and learning activities include cooperative small group work.

Time: One to two (50 minute) lessons.

CyberNetrix Learning Activity 4: Publishing IT (Online Newspaper Article)

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

The learning focus is student empowerment, informed decision making and taking appropriate actions to help them stay safe while using online and mobile technologies. Working in groups, students choose a topic related to the safe use of the internet and other technologies, research it using CyberNetrix and the internet and write an investigative online newspaper article using specific guidelines about the structure and format of an online article.

On completion of this activity, students will understand:

  • the conventions of developing an online newspaper
  • safety issues affecting young people and their use of internet and mobile technologies.

Time: One to three (50 minute) lessons.

CyberNetrix Learning Activity 5: TxtA3 (Text Writing Piece Anytime, Anywhere, Any Place)

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

The learning focus is the abbreviated, acronym text messaging commonly used in communicating today. Students are asked to write and design a written piece about an issue related to safe and ethical use of the internet and other technologies using text terms (acronyms) and emoticons, and develop a succinct key message and tags.

On completion of this activity, students will:

  • understand the common conventions in contemporary text language
  • be able to combine key messages and information relating to safe and ethical use of the internet and mobile technologies.

Time: One (50 minute) lesson.

Cybersmart Detectives

This is an online and real-time simulation activity for students (11–12 year olds) to help them learn about some of the risks associated with internet use, some useful tips for chatting safely online, and to discuss the issues of online deception and cyberbullying that lie behind this story with professionals who deal with similar issues on a daily basis.

Students work in teams to investigate and solve an internet-themed problem online in a secure environment, and are able to interact in real time with Cybersmart Guides, internet safety experts working in 'virtual control rooms' located throughout Australia. Teams uncover clues and make suggestions about how a fictional student at their school should deal with online deception and cyberbullying. The online Cybersmart Guides respond to questions and help teams through the activity. As the scenario unfolds, students discuss the risks of online and offline behaviours and ways to manage those risks.

The hour-long activity is provided free of charge to schools. Teachers register their teams with the ACMA to take part in the activity. The ACMA provides safety brochures and follow-up activities for teachers to reinforce the internet safety message.

Key safety messages:

  • people who you meet online may not be who they say they are
  • children should never give out personal information when they are chatting online
  • if children want to meet face to face with someone they have chatted with, they should always take a parent with them
  • parents should be involved in and monitor their children's use of the internet, especially chat rooms.

 

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Websites—Peer and personal safety

CyberNetrix Learning Activity 9: Case Study 1 Lauren’s Ordeal—Cyber Bullying 

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

The focus is cyberbullying and its effects. Students are asked to read the handout and case study transcript and/or watch the film story of Lauren’s Ordeal and reflect on the lessons learned about cyberbullying and what they would change or do differently in their own lives.

On completion of this activity, students will be able to:

  • understand the term cyberbullying
  • understand and discuss the key aspects (such as positive and negative elements) that underlies student behaviour when using internet and mobile technologies
  • explore, discuss and understand the implications of the choices we make when we interact with technology and what we can do differently.

Time: One to two (50 minute) lessons.

Wise-up Case Study 1: Lauren’s Ordeal

This program uses the same video story, Lauren’s Ordeal, with additional teacher’s notes, discussion points and student activities including a worksheet. The learning focus is cyberbullying and students’ rights and responsibilities.

tudents can create a code of conduct to guide student behaviour that lists students’ rights to be safe from cyberbullying, as well as their responsibilities to others, or develop a brief multimedia presentation for younger students to introduce the topic of cyberbullying. There is also an extension role-play activity.

On completion of this activity, students will be able to:

  • identify some of the potential impacts of cyberbullying
  • list their rights and responsibilities in relation to cyberbullying
  • apply strategies to help protect themselves from cyberbullying.

Teachers can order the Wise-up DVD online from the ACMA.

Time: One to two (50 minute) lessons.

CyberNetrix Activity 2: Cyber Dilemmas Role-plays

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

The learning focus is the decision-making process, which underpins student behaviour when using internet and mobile technologies. In groups, students choose a ‘cyber dilemma’ on issues such as cyberbullying, identity theft, scams, meeting someone you’ve met online, role-play the dilemma and come up with a strategy or solution to the problem.

On completion of this activity, students will understand:

  • terms such as cyberbullying, identity theft, trojans, netiquette, privacy
  • discuss the key aspects (such as positive and negative elements) in the decision-making process that underlies student behaviour when using internet and mobile technologies
  • explore and discuss the implications of the choices we make when we interact with technology.

Time: Two (50 minute) lessons but could be up to five depending on level of time allocated to role-plays.

CyberNetrix Learning Activity 6: RL—wussup? (Real Life—what’s up?) Survey and Report

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

The learning focus is peer teaching and how internet-savvy young people who understand the potential applications and advantages of using internet and mobile technologies, as well as the pitfalls, are able to make more informed decisions about their online behaviours. Students develop a survey to explore the technologies their peers are using regularly and how they are using it, and research safe online behaviours and strategies for dealing with unsafe situations. Students present their findings in a report and use the information to develop a themed advertising campaign targeting the survey group, including relevant Golden Rules for this group.

On completion of this activity, students will be able to understand:

  • the technologies their peers are using regularly and how they are using it
  • safe online behaviours and strategies for dealing with unsafe situations
  • the structures and functions of surveys, and the processes of collation, analysis and reporting.

Time: Three to ten (50 minute) lessons depending on class access to technology.

CyberNetrix Learning Activity 7: Cyber Guru 

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

This activity explores the issues and risks confronting young people and their use of the internet and mobile technologies. Students are asked to identify cyber problems, discuss them and then develop solutions. Students write an animation script based on their findings and create a storyboard. If possible, students can create the animation.

On completion of this activity, students will be able to understand:

  • the issues and risks confronting young people and their use of the internet and mobile technologies
  • the process of drafting and storyboarding concepts prior to animating them.

Time: Two to eight (50 minute) lessons depending on whether the storyboarding and animation option is included.

Let’s Fight it Together

Cyberbullying and ways to address it are the focus of Let’s Fight It Together¾a short film based on a composite view of real events. The story of a teenager who becomes the target of bullying via the internet and his mobile phone, the film shows a number of ways in which cyberbullying can occur, who it involves, and how it can affect different people.

Students will:

  • understand what cyberbullying is
  • recognise the impact that cyberbullying can have on people
  • reflect on their own behaviours online in order to help themselves and others
  • learn strategies to avoid getting into or contributing to negative situations online.

Students view Let’s Fight It Together (approximately 7 minutes). It comes with supporting teacher resources and links to online activities.

Time: Two (45 minute) lessons. Order this resource.

CyberNetrix Learning Activity 8: Profiling (Round Robin Writing )

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

Exploring the theme that not everyone you meet online is who they say they are, students participate in a whole-class round robin writing exercise writing a story about a chat room character drawn from the profile information they have each been given. Some students will receive all the information, which includes the online profile the character has written for themselves, along with their real profile (who they really are), while others will only have the profile the character has written. Students explore strategies they can use to respond to people they meet online who make them feel uncomfortable or threatened, and understand the important elements in writing an imaginative piece.

On completion of this activity, students will understand:

  • that people they meet online are not always who they say they are
  • strategies they can use to respond to people they meet online who make them feel uncomfortable or threatened.

Time: One to two (50 minute) lessons.           

CyberNetrix Learning Activity 11: Case Study 3 Jeremy’s Friend—Grooming and Luring

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

This activity explores the issue that people can be lured into relationships and groomed for future abuse through mobile and internet technologies Students review a real-life case study and learn about the terms ‘grooming’ and ‘luring’. Students read the handout and case study transcript and/or watch the film story of Jeremy’s Friend on the CyberNetrix website.

On completion of this activity, students will be able to:

  • understand the terms ‘grooming’ and ‘luring’
  • understand and discuss the key aspects (such as positive and negative elements) that underlies student behaviour when using internet and mobile technologies
  • explore, discuss and understand the implications of the choices we make when we interact with technology and what we can do differently.

Time: One to two (50 minute) lessons.

CyberNetrix Learning Activity 12: Case Study 4 Stalking Sarah—Cyberstalking

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

This activity focuses on the issue of cyberstalking. Students read the handout and case study transcript and/or watch the video story of Stalking Sarah. They are asked to reflect, explore and discuss the issue of cyberstalking.

On completion of this activity, students will:

  • understand the term ‘cyberstalking’
  • be able to understand and discuss the key aspects (such as positive and negative elements) that underlies student behaviour when using internet and mobile technologies
  • explore, discuss and understand the implications of the choices we make when we interact with technology and what we can do differently.

Time: One to two (50 minute) lessons.

Wise-up Case Study 4: Stalking Sarah

This program uses the same video story, Stalking Sarah, with additional teacher’s notes, discussion points and student activities including a worksheet. The learning focus is cyberstalking. Students draw up a list of safety tips for a younger child.

On the completion of this activity, students will be able to:

  • identify potential issues related to online scams and identity theft, and the likely consequences
  • complete a personal online safety audit and then develop an online security action plan
  • apply a range of strategies for avoiding online scams and identity theft.

Teachers can order the Wise-up DVD online from the ACMA.

Time: One (50 minute) lesson.

Cybersmart Detectives

This is an online and real-time simulation activity for students (11–12 year olds) to help them learn about some of the risks associated with internet use, some useful tips for chatting safely online, and to discuss the issues of online deception and cyberbullying that lie behind this story with professionals who deal with similar issues on a daily basis.

Students work in teams to investigate and solve an internet-themed problem online in a secure environment, and are able to interact in real time with Cybersmart Guides, internet safety experts working in 'virtual control rooms' located throughout Australia. Teams uncover clues and make suggestions about how a fictional student at their school should deal with online deception and cyberbullying. The online Cybersmart Guides respond to questions and help teams through the activity. As the scenario unfolds, students discuss the risks of online and offline behaviours and ways to manage those risks.

The hour-long activity is provided free of charge to schools. Teachers register their teams with the ACMA to take part in the activity. The ACMA provides safety brochures and follow-up activities for teachers to reinforce the internet safety message.

Key safety messages:

  • people who you meet online may not be who they say they are
  • children should never give out personal information when they are chatting online
  • if children want to meet face to face with someone they have chatted with, they should always take a parent with them
  • parents should be involved in and monitor their children's use of the internet, especially chat rooms.
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Websites—e-Security

Budd:e E-security Education Package

The Stay Smart Online website hosts the Budd:e E-security Education Package which is designed to raise the e-security awareness of Australian primary and secondary school students and help them stay smart online.

Both modules contain engaging, media rich activities and resources developed in consultation with teachers and subject matter experts.

CyberNetrix Learning Activity 1: Developing a Personalised Safety Action Plan

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

Students develop a personalised safety action plan in this first activity in the CyberNetrix series. Students determine the safety issues that pertain to them, sharing these ideas with their classmates, understanding their use of technologies and their own behaviours, and developing a collective class approach to highlight safe behaviours for themselves and their peers.

On completion of this activity, students will understand:

  • the need for keeping personal information private
  • what to do when they feel threatened or uncomfortable
  • the need to be circumspect when interacting with others online, that not everyone they meet online is who they say they are and that if something sounds too good to be true, it probably is
  • the safety protocols for meeting someone face to face whom they have met online
  • they have the control
  • how to protect their computer from virus, worm, spyware, spam and trojan attacks
  • their use of technologies and their own behaviours
  • the issues applying to their whole class in order to develop a collective class approach highlighting safe behaviours for themselves and their peers
  • who they can report to when someone or something makes them feel uncomfortable or unsafe.

Time: Five (50 minute) lessons depending on level of access to computers.

CyberNetrix Activity 2: Cyber Dilemmas Role-plays

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

The learning focus is the decision-making process, which underpins student behaviour when using internet and mobile technologies. In groups, students choose a ‘cyber dilemma’ on issues such as cyberbullying, identity theft, scams, meeting someone you’ve met online, role-play the dilemma and come up with a strategy or solution to the problem.

On completion of this activity, students will understand:

  • terms such as cyberbullying, identity theft, trojans, netiquette, privacy
  • discuss the key aspects (such as positive and negative elements) in the decision-making process that underlies student behaviour when using internet and mobile technologies
  • explore and discuss the implications of the choices we make when we interact with technology.

Time: Two (50 minute) lessons but could be up to five depending on level of time allocated to role-plays.

CyberNetrix 10 Learning Activity: Case Study 2 What The?—Online Scams and Identity Theft

The CyberNetrix computer-based activities have been designed for secondary students from Years 7 to 9 as a cross-curricula, cross-year-level resource. There is a teacher guide and 11 downloadable student activities.

The focus is the way in which the internet and mobile technologies are a source of scams and identity theft. Students review a real-life case study and learn about the terms ‘scams’ and ‘identity theft’. Students are asked to read the handout and case study transcript and/or watch the film story of What The?. The activity involves exploring, discussing and understanding the implications of the choices students make when they interact with technology and what they can do differently.

On completion of this activity, students will understand:

  • the terms ‘scams’ and ‘identity theft’
  • the key aspects (such as positive and negative elements) that underlies student behaviour when using internet and mobile technologies
  • the implications of the choices we make when we interact with technology and what we can do differently.

Time: One to two (50 minute) lessons.

Wise-up Case Study 2 What The?—Online Scams and Identity Theft 

This DVD uses the same video story, What The?, with additional teacher’s notes, discussion points and student activities including a worksheet. The learning focus is online scams and identity theft. Students complete a quiz to identify where they might need to apply strategies to protect themselves from online identity theft. They will use this information to complete a personal online security action plan. There is also an extension research activity.

On the completion of this activity, students will be able to:

  • identify potential issues related to online scams and identity theft and the likely consequences
  • complete a personal online safety audit and then develop an online security action plan
  • apply a range of strategies for avoiding online scams and identity theft.

Time: One to two (50 minute) lessons.

Teachers can order the Wise-up DVD online from the ACMA  

 

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