Citizenship

Links to specific Online safety support tools

Links to websites to support knowledge and understanding of Apps and online tools

This website creates guides for learners, teachers and parents. These guides are available to support with a breakdown of the App.

PS1 Citizenship

It is important that online safety messages are repeated and reinforced often throughout the school year.

Identity, image and reputation 

I can distinguish between someone I know and someone I have never met. 

I can recognise data online with adult support, e.g. find images of myself and others on the school website/school social media page. 

I can recognise that actions have consequences and I can identify simple rules and strategies to keep myself safe online. 

Learners could...

...develop their understanding of Stranger Danger, however, they also need to understand that people they know from the online world are still strangers.

...as a class teachers can involve learners in searching; looking for videos, profiles or pictures. In digital tools/apps, learners can find their profiles to add/edit work.

...understand that their actions in real life have consequences and the digital world is no different. Reference to stranger danger and sharing of information. Start to develop an understanding that not everyone online is who they say they are. Using tools like Minecraft can support the understanding that if they damage the building of someone else, it will affect that person in real life.

Health and well-being 

I can identify and use a range of media and digital devices from familiar experiences. 

Learners could...

...draw their attention to the digital world they are living in. Look at what devices they come across in their lives, they may not always be aware of items they take for granted. These could be computers/TVs/smartphones/smartwatches etc.

Digital rights, licensing and ownership 

I can add my name to digital work. 

I can identify that work belongs to others. 

Learners could...

...find and add their work to apps like Seesaw, J2e, Osmo. Learners need to understand the purpose of naming digital work effectively to find it in the future.

...understand that digital work is no different to physical work, it should be treated with the same respect that they would expect others to have of their own work.

Online behaviour and online bullying

I can make decisions based on what I like and dislike. 

I can communicate some of my feelings. 

I am beginning to become aware of the feelings of others. 

Learners could...


...make choices in the real world and explain their reasoning for these, e.g. choice of fruit or sandwich filling. Learners need to develop an understanding that different people have different likes and dislikes.

...explain how they feel after different activities, these can be both in their physical responses and their emotional responses. They need to develop the ability to express their feelings in acceptable ways. These could be through the use of emojis, colours or pictures.

...identify the emotions of others from images of facial expressions. Can learners explain what they think a person is feeling? development of empathy.

PS2 Citizenship

It is important that online safety messages are repeated and reinforced often throughout the school year.

Identity, image and reputation 


I can identify the differences between private and personal information and know when to disclose it.

I can understand that providing information leaves a digital footprint.

I am aware of simple rules for sharing images and data.

I can identify and use strategies for protecting personal data and hardware, e.g. using secure passwords.

Learners could...

...create a profile with information about themselves, then identify which pieces of information are personal (name, address, school name etc.), and which don't identify them (Man U fan, can swim etc.). Understand that they should only share information online with those people they also know offline. 

...see the browsing history of devices they use and know that login details can be stored. Learners need to understand that 'delete' does not mean permanently or for everyone. What we do online has a lasting legacy. 

...explore the types of images/messages/work that are shared with others, discuss these with learners and explore the idea that once shared with someone else, these items can then be shared with others without their consent.

...complete the Be Internet Legends game and understand the purpose of strong passwords. Learners need to understand that the password is the 'key' to accessing their work, keeping this safe is paramount and that others can use both their image and information about them to pretend to be them (catfishing).

Health and Well-being


I can acknowledge age restrictions and suitability of digital media and devices, e.g. understand PEGI ratings, playing/watching inappropriate content/games, and in-app purchases.

I can identify and explain the advantages and disadvantages of digital media and devices, e.g. well-being effects of screen time.

Learners could...

...identify which films/games/apps they know to have age restrictions, do they know why these are in place? what reasons could they be? classroom discussions. What could the impact of not following these be? What films/games/apps do they want to use? Are they aware of the dangers? What could the impact of accessing these be on their lives? Discuss the misuse of these games/apps by adults who target younger people.

...make a list of devices/games/apps that they make use of (both in their age restrictions and those outside of those restrictions that they make use of). Discussions on how playing/using too long can affect them. Discussions on algorithms to keep them engaged in apps like YouTube/TikTok. Can learners identify the features which they notice? Short videos, increased danger/violence/rewards. Are they aware of how long they spend on devices? Do they set themselves downtime?

Digital rights, licensing and ownership 


I can explain when and how it is acceptable to use the work of others and why giving credit is a sign of respect.


I can recognise watermarks and copyright symbols and understand why they are used.

Learners could...


...be asked to copy a story down on paper and then be asked to go to show the headteacher, taking credit. Discuss with learners if this is an acceptable thing to do. Why can we not copy the work of others and take credit? Explain to learners how they can credit original authors within the work they have done.

...identify watermarks when searching for images and discuss the purpose of these. Start to understand how searches can be done to use images where usage has been given. e.g. In Images, select Tools, Usage Rights- Creative Commons Licenses can be used for non-commercial use.

Online behaviour and online bullying


I can use digital technology to communicate and connect with others locally and globally.


I can explain the differences between offline and online communication.


I can compose clear and appropriate messages in online communities and interact appropriately.


I can identify different forms of bullying, including online bullying, and suggest strategies for dealing with it, e.g. following the same rules when communicating face-to-face and online.

Learners could...


...develop their understanding of who can see their work; if using Seesaw/ClassDojo identify who can see their portfolios. They could email their classmates through their school accounts. 

...send messages/letters/postcards through the post, attaching stamps and sending them home or a class learning partner. Then they can send a message digitally and discuss the differences in approach, what are the pros and cons of both?

...discuss the types of conversations that can be had online and reinforce the fact that online messages are there forever! Online life is still 'real life', with the added fact that online life can be seen by others and not everything will stay private.

...discuss what they consider bullying to be and develop their understanding of what constitutes bullying. How can this look online? Discuss their use of apps/games e.g. in Roblox/Minecraft, how do learners interact? Do they destroy builds? Do they 'chat' appropriately? Would they behave the same if they were in the same room on a physical task?

PS3 Citizenship

It is important that online safety messages are repeated and reinforced often throughout the school year.

Identity, image and reputation 


I can understand how to protect myself from online identity theft, e.g. identifying secure sites, phishing, scam websites.


I can identify the benefits and risks of mobile devices broadcasting the location of the user/device.


I can think critically about information shared online, e.g. the impact of sharing images and videos, metadata of images and videos.


I can identify the benefits and risks of giving personal information and device access to different software.

Learners could...

...identify where sites start with https:// or have the padlock symbol. They can complete the Google Internet Legends activities about online security, identifying elements that support the recognition of a secure site and those which are scams. What tricks do scammers use?

...discussions on the use of social media apps and those which share their location e.g. Snapchat, Facebook etc. which share the location of where information has been shared from. When are these features a benefit? How could they be misused?

...identify what digital footprint they have. What platforms do they already use? Which do they know of? Learners could create a piece of media which shares the dangers of apps/games they know, what are they? how can users make them safer? what are the things parents should know about those apps/games, which they may not know?

...understand why a site may need personal information. What information should you share/keep private? Discuss what they are willing to share with strangers on the street. Introduce the idea that online surveys/games are also collecting information to build a profile of you...favourite colour, first school etc. all security questions from banks.

Health and Well-being


I can understand the importance of balancing game and screen time with other parts of my life, e.g. explore the reasons why I might be tempted to spend more time playing games or find it difficult to stop playing and the effect this has on my well-being. 


I can identify the wider positive and negative influences of technology, e.g. on my life, on society, on the environment. 


I can identify marketing elements designed to draw my attention. 

Learners could...

...Do learners know how long they spend on digital devices? What is the make-up of their day/weekend/week? Learners could identify which activities they do which are physical and which are sedentary. What emotions have they experienced when playing online? Explore both positive and negative. Are learners able to identify the reasons for both positive and negative emotions? Bring their reasoning to their conscious. What activities away from digital do learners wish they were better at? Would time spent allocating time to this be wise? Do learners consider adding time-management systems to their digital use?

...where has technology enhanced our lives? How has it done this? Look at the three elements of self, society and environment. How has it harmed these? Are learners aware of the term 'echo chamber'? what does this mean to them? What stories have they heard of the negative impact of digital on the lives of children and adults? What changes would they like to see put in place? 

...why are apps addictive? what are the benefits to the app owners if you spend more time on them? Discuss the way apps like YouTube keep showing the next video, how long videos tend to last, and what actions are 'creators' using to get you to subscribe to their channel. Discuss algorithms and how apps are manipulating them to make them watch more. Bring this to their attention and see if they can think of examples where they know this has happened.

Digital rights, licensing and ownership 


I can understand that copying the work of others and presenting it as my own is plagiarism. 


I can cite sources when researching and explain the importance of this, e.g. create simple lists for the referencing of digital and offline sources. 


I can understand that images can be edited digitally and can discuss the rights and permissions associated with this. 

Learners could...


...what is plagiarism? Would learners copy the written work of others and pass it off as their own? Do they copy in maths? Is the digital world any different? Teachers can get pupils to make notes on things they are researching, then learners use the notes to create their work. Adding this step removes the ability to copy and paste.

...explain that you can use the work of others, but, give credit to the author. Their work can be used to support what is being created. This could be images that are used. Quotes from others. When researching make a list of the sites that are used when making their bullet points and understand how to reference this at the end of their work.

...what does digital image editing look like? what editing features are learners aware of? Discuss the filters in different apps and the message this portrays to younger users, misunderstanding of life and their expectations. Look at advertising by influencers, and how this affects the user. Should people viewing edited images be aware of the edits? Should they be able to see the original? 

Online behaviour and online bullying


I can demonstrate appropriate online behaviour and apply a range of strategies to protect myself and others from possible online dangers, bullying and inappropriate behaviour, e.g. turn off comments on digital media, reporting, and blocking users.


I can understand the risks and legal consequences of sending intimate images and content/sexting.


I can recognise language that could be deemed to be offensive (including racist, sexist, homophobic and transphobic language) in online activities. 

Learners could...


...do learners have action plans in place? What should they do if something makes them feel uncomfortable? What does online bullying look like? What incidents do they know of that have happened online? Discuss a person's digital footprint, and know that everything typed in online is there forever. What actions do websites have to support you feeling safe? Look at the platforms which are used by learners. 

The sooner they report issues to a trusted adult the sooner any issues being experienced will be stopped. Behave online as they would offline.

...do learners know that sending images of themselves to others their age is still classed as distributing images of a child, if under 16? What is safe to share? What happens online does not always stay online. Relationships ending. Revenge images.

...look at incidents that have happened where people have lost their jobs. What did they do? How old were they when it happened? The internet has a history and sharing an opinion today can cost jobs. What is considered to be racist, sexist, homophobic and transphobic

Inform learners of incidents where jobs and university places have been lost due to messages in 'private' chats. Once sent it can be shared beyond. 

NOTHING IS 'SAFE' ONLINE. Only as safe as we can make it.

PS4 Citizenship

It is important that online safety messages are repeated and reinforced often throughout the school year.

Identity, image and reputation 


I can understand that I have a digital footprint and that this information can be searched, copied and passed on.  


I can discuss the benefits and risks of presenting myself in different ways online.


I can use strategies for guarding myself against identity theft and online scams that try to access my personal information. 

Learners could...

...discuss what their digital footprint currently looks like, and list the apps they use with accounts. What information does each app have about them? Discuss how companies make money from sharing the information that you share with them.

...look at their accounts and discuss any avatars they have chosen, why have they done this? How should you present yourself? Remember that what you do and say is recorded on your digital footprint. What does this mean if others do not present themselves in a true representation of themselves? Catfishing.

...look at how they share information, what do they share? who do they share it with? Do learners know how to identify safe sites? What types of passwords do they use? Do they make use of 2-Factor-Authentification (2FA)

Health and Well-being


I can reflect on the role of digital media in my life and habits.


I can demonstrate healthy online behaviours and identify unacceptable behaviour.


I can identify ways of reporting unacceptable online behaviour.  


I can make informed choices while making online choices, including making in-app purchases and clicking on adverts. 

Learners could...

...identify which apps they use and estimate their use, they can also then look at their screen time and see if their estimations are accurate. Create a digital journal.

...identify online behaviours which are positive and negative, and which behaviours they have examples of from their own lives. What actions do they know others for certain and what do they know as an 'urban myth'?

...look at websites and identify the reporting procedures. Can learners identify where the CEOP reporting tools are? Can they identify where in the apps they use the reporting tools?

...look at online games and how they try to get you to buy them, what 'tricks' do they use? Time-limited opportunities, loot boxes, streaks etc. Do learners take the time to think about their purchases? Do they look at digital currency the same as money? Games that use their own currency to buy things, V-bucks, Robux etc. Look at how advertising is used to exploit the user, links to searches or things you have looked at for longer on social media.

Digital rights, licensing and ownership 


I can understand copyright and can explain the legal and ethical dimensions of respecting creative work, e.g. exploring the ethical and legal ramifications of piracy and plagiarism and knowing that they are irresponsible and disrespectful, and I can apply my understanding of the rules and regulations to different scenarios.


I can act responsibly as a creator and user of creative work, e.g. exploring decisions that creators make when exercising their creative rights and responsibilities, giving consideration to ethical, real-life issues.  

Learners could...


...look into copyright law, what is the difference between Creative Commons licenses and Commercial & other licenses? What are the results of breaking copyright law? What could the impact of plagiarism be on learners in school? Find examples of 'cheating' within education, and the long-term implications of that. Look at the ethical choices of passing the work of others off as their own, how would they like credit for their work being passed off as that of someone else's? What examples from history are there of plagiarism? When is it okay to make use of the work of others? What steps need to be taken to credit the source?

...look at the impact their work could have on others. Look at the creative work of others from the past, what impact has it had? When has work been controversial? How do artists create work to evoke emotions? When creating something what aspects do learners look at? What is the target audience, who will see it, how can it be misconstrued? 

Online behaviour and online bullying


I can act appropriately online, keeping myself safe and behaving in a responsible manner. 


I can understand the implications of online actions, including my digital footprint and the legal implications of sharing inappropriate material. 


I can understand that photographs, locations and tags can be tracked and can make informed decisions accordingly. 

Learners could...


...create a list of actions they feel are important when behaving online, which they feel are the most important and which they follow. What precautions do they take when working online? 

...do learners know that sending images of themselves to others their age is still classed as distributing images of a child, if under 16? What would you say is safe to share? What happens online does not always stay online. Relationships ending. Revenge images. 

How does their digital footprint reflect them and who they want to portray online? Discuss the actions of 'famous influencers' and their need to create new and possibly, more extreme content and views.

...what information is stored when things are created digitally? What is Metadata? Look at the data stored on images taken on phones, in what situations is this data used? Identifying the activities of criminals, children posting their illegal activities on social media for likes.

PS5 Citizenship

It is important that online safety messages are repeated and reinforced often throughout the school year.

Identity, image and reputation 


I can build a positive reputation in the context of employment prospects, e.g. use social media responsibly.


I can explain the ethical issues of corporate encryption, e.g. building in a bypass system.


I can identify and describe the data protection policies of a variety of organisations located in different countries, and how this affects the way that they work.


I can recognise the risks and the uses of data/services on personal devices, within the terms and conditions of a range of software and web services, and identify how organisations become data compliant when using multi-national products.

Learners could...

...look at examples in the media where past social media posts have harmed the life of the person who posted. Learners can identify issues which have caused controversy, then look back at their social media history and identify if they have posted potentially harmful posts.

...discuss with learners how companies can track the digital footprint of their employees. Look at the information that could be collected, what are the benefits to the company, and what are the negatives?

...analyses the data protection policies of several companies and identifies the rationale for their need. What are the consequences of breaking/twisting the rules of an organisation?

...look at how companies collect data, and what they do with it in the future. Which services do learners sign up to without reading the terms and conditions?  

What is the reason why companies need to collect data on their users? Look at examples where their data is collected, shopping receipts, attending concerts, train tickets etc. What is the benefit to the companies in doing this?

Health and Well-being


I can think critically about the different purposes and contexts of digital image editing, e.g. explore the benefits and negative points of photograph manipulation, evaluate digitally edited images in terms of context and purpose.

 

I can take reasonable steps to avoid health problems caused by the use of technology and suggest strategies to prevent or reduce the problems, both physical and psychological.


I can understand the legal responsibilities for disposal of technology and the environmental impact of doing so.

Learners could...

...look at examples where images have been edited, within these look at the rationale behind the edits. Is there a difference between having wedding photos edited to seem like a sunny day, to holiday companies editing the weather to seem nicer? 

Within social media what is the effect of photo editing? How does this affect the viewer? Unrealistic view of the lives of others? Should altered images be identifiable online? Look at the social media content of 'influencers' who 'keep it real' with unaltered images.

...look at how a digital presence has impacted the lives of some, learners will likely be aware of the lives that have been taken by the impact of social media. Identify trends which start online, and what impact can this have on the victim and the perpetrator? What can learners do to support the balance between their real and digital lives? Are these the same thing? What steps can be taken to support a healthy balance between the two? Who can be contacted for support?

...develop an understanding of why technology will need to be disposed of, what data is still stored on a device even when 'reset'? Gain an understanding of the finite resources used within a digital device. Understand that there is a legal requirement to dispose of devices safely in several situations.

Digital rights, licensing and ownership 


I can identify the key points required for creative work to be considered fair use and comply with data protection laws by exploring the legal and ethical considerations involved in using the creative work of others.


I can understand and reflect on the differences between taking inspiration from the creative work of others and appropriating that work without permission.


I can understand individuals' rights and responsibilities as creators and consumers of content, and I can think critically and make ethical decisions about the use of creative works in relation to fair use and reference using formal citation conventions, e.g. Harvard and Oxford.


I can understand the legal and ethical debates that surround using other people’s creative work; and I consider the points of view of the original creator, potential audiences, and the broader community when using materials belonging to others.

Learners could...


...look at identifying why the work of others needs to be protected. Who benefits from using the work of others? What is the impact of using others' work without permission or paying for the work used? 

If using the work of others, what considerations should be given?  Develop an understanding of commercial and non-commercial copyrights. 

...create a for and against list of using the work of others. This can be used to create debates taking one side or the other. Learners could create video posts to support harsher consequences for those who break copyright laws. Create social media content which shares what they have learnt about digital ownership.

...research what is 'fair use'? What is the impact of using the work of others? Does this change if used for commercial/non-commercial use? 

How should creators be credited when their work is used? Look at the different referencing systems that can be used. 

Understand that in the future they may need to support their ideas with supporting evidence and this will need to be documented within the work they produce.

...have a class debate about being able to use the work of others, they can be split into groups to take one of each side. Learners can identify the different roles involved in the creation, copying, and consumption of digital work, and then look at the impact each has on the other. They could roleplay a situation where one has taken advantage of the other, what are the consequences by law in doing this?