Digital Citizenship

Grades K - 2 

BrainPop Jr - Internet Safety with Annie and Moby

Hector's World

Hector's World

Grades 3 - 5 

Data Defenders

Data Defenders is an interactive game that teaches children and pre-teens the concept of personal information and its economic value, and introduces them to ways to manage and protect their personal information on the websites and apps they enjoy.
TEACHER GUIDE
PARENT GUIDE

Privacy Playground: The First Adventure of the Three CyberPigs

In this game, designed for ages 8-10, the CyberPigs play on their favourite website and encounter marketing ploys, spam and a close encounter with a not-too-friendly wolf. The purpose of the game is to teach kids how to spot online marketing strategies, protect their personal information and avoid online predators.
TEACHER GUIDE
PARENT RESOURCES

CyberSense and NonSense: The Second Adventure of the Three CyberPigs

In this sequel to Privacy Playground, for ages 8-10, the three CyberPigs learn some important lessons about authenticating online information and observing rules of netiquette. They also learn how to distinguish between fact and opinion and how to recognize bias and harmful stereotyping in online content. As Les, Mo and Lil discover, “just because it’s on the Internet, doesn’t mean it’s true.”
TEACHER'S GUIDE
PARENT RESOURCES

Common Sense Media: Digital Passport

Introduce students in grades 3–5 to Digital Passport™ by Common Sense Education. The award-winning suite of six interactive games addresses key issues kids face in today's digital world. Each engaging game teaches critical digital citizenship skills that help students learn to use technology responsibly to learn, create, and participate. Games are available in Spanish. 

Educators Guide

Password Protect

Students learn how to create safe and secure passwords when logging into Digital Passport and for all other accounts they create. 
Students will:-Learn what components make a password secure.-Identify ways they can create a memorable but secure password.-Create a secure password.

Twalkers

Students reflect on what it's like to multitask on a cellphone and consider the benefits of focusing on one task at a time. 
Students will:-Learn that cellphones are powerful, convenient tools for communication.-Experience a simulation on cellphone multitasking and distraction.-Reflect on the benefits of focusing on one task at a time.

Share Jumper

Students evaluate examples of online messages and decide what information is appropriate to share, and when. 
Students will:
-Reflect on the benefits of sharing online, while acknowledging that information can spread fast and far.-Classify information that should be kept private online.-Predict the effect an online post or message might have on someone's reputation.

E-volve

Students respond to cyberbullying scenarios and are prompted to make choices to evolve into an upstander. 
Students will:
-Compare different forms of cyberbullying and the roles of those involved.-Interpret scenarios that illustrate the importance of empathizing with targets of cyberbullying.-Identify ways to be an upstander when cyberbullying occurs.

 

Search Shark

Students learn how to choose effective keywords for searching online. They practice selecting keywords that are most relevant to a search prompt. Along the way, they discover tips for narrowing their search results. 
Students will:
-Learn how keywords can help them find information online.-Evaluate keywords for their relevance and helpfulness.-Practice identifying the most effective keywords for different search scenarios.

Mix-n-Mash

Students remix media content to create a new creative piece. Along the way, they give proper credit to the artists whose images and sound clips they use. 
Students will:
-Learn about copyright, credit, and plagiarism and apply their knowledge to their own creative work.-Reflect on the ethical importance of giving credit to others for their work.-Determine how to receive credit for their digital creations.

Grades 6 - 8 

Digital Etiquette

GR: 3 - 12

Fill in the blanks to complete the story.


Information Privacy

GR: 3 - 12

Fill in the blanks to complete the story.



Click If You Agree

Click if You Agree is an educational game that helps young people between the ages of 12 and 14 develop the skills and confidence to read privacy policies and terms of use instead of blindly clicking on the “I agree” button.
TEACHER'S GUIDE

Top Secret!

This interactive narrated tutorial teaches students about the benefits and drawbacks of sharing information online. Students give their opinion about what the characters in the story should do about their privacy dilemmas, from posting photos to buying music online, and they receive feedback on their responses as the story unfolds.

Common Sense Media: Digital Compass

Learn the fundamentals of digital citizenship through our award-winning, animated, choose-your-own-path interactive experiences, designed for grades 6-8. Invite students to explore digital dilemmas, make good (and not-so-good) decisions, and try out possible solutions through stories and mini-games – all without risking their real-world reputations. Discover how Common Sense Education’s award-winning digital literacy and citizenship curriculum seamlessly integrates into blended-learning environments.


Educator Guide

QuickStart Guide

Things get complicated…

A group of lower secondary students find themselves in situations that catch them off-guard and show them the consequences of making poor decisions online.

Follow their experiences of cyberbullying, online& gaming, sharing passwords, free downloads and online friendships.

What's Your Brand?

The whole class go through a PowerPoint slide presentation that includes discussion questions. Teacher can also download a lesson plan to generate deeper discussion. 

Newsfeed Defenders

GR: 5 - 12

Can you make it as a News Feed Defender? You'll have to outlaw viral deception, detect hidden ads and banish false reporting



Teens 13+

Common Sense Media: Digital Bytes

Digital Bytes is all about how you can explore and influence the digital world in which you live. Many teens have inspired/impacted the digital world in a big way...


Seniors, known as the West High Bros, make the world a kinder place "one word at a time."

One kid inspires imaginations globally with his cardboard magic.

Erika used YouTube to take a stand and become a leader in the Dreamer movement.

These teens have found their voices. When is yours going to be heard? Be part of a real conversation and show us what you've got.

As tweens and teens grow up in a digital world, they go through the same developmental stages they always have. Digital media poses both possibilities and perils as teens experiment and explore who they are and who they want to be. Parents and educators need to provide guidance and support systems for teens to thrive and develop in healthy ways as they navigate both face-to-face and the digital world. 

Young and eSafe

Arm yourself with the skills to help you and your friends have the best possible experience online.