Author: George Milliken

gaming

Cyber Resilience Toolkit: Gaming

  go to cyber resilience toolkit home

The main risk of gaming platforms is consuming and communicating and the potential harms are inappropriate content or cyberbullying.

Games may be played on consoles, mobiles or PCs. This guide deals with consoles as the most common platforms.

Main features

Most gaming platforms offer ‘social’ elements, such as chat, messaging and creating and sharing content such as videos made in-game which pose potential risks.

Gaming consoles are the most common platform to access the most popular games:

  • Nintendo (Switch)
  • Microsoft (Xbox)
  • Sony (Playstation)

Risk and potential harms

Ofcom data suggests that the most common potential harms on these types of platforms are:

How to set up an account

Almost any app will require the same details to create an account and access its content:

There may be requests for additional information, such as name, address or phone number – these are not always required.

These links explain how to register for and set up an account on the most popular platforms:

 

Using platform settings to manage risk

Each platform will have a setting for security and privacy – this can be used to control a number of aspects, including:

  • who can see your posts or media
  • the media and posts shown in your feed
  • who can contact or follow you

These links explain how to use settings to reduce the potential risks of unwanted contact, being tagged in abusive or bullying content, or seeing inappropriate or unwanted content on the most popular platforms:

How to report harmful conduct

If a user thinks they have been potentially harmed on the platform they should be aware of how to report this to the platform and potentially the police and trusted adults.

 

ABUSIVE OR THREATENING MESSAGES SHOULD BE REPORTED TO POLICE SCOTLAND

Online Reporting Form | Police Scotland

 

These links explain how to report users and content on the most popular platforms:

Resources and activities

Resources and activities

Although not specifically teaching resources, these guides from Shore (The Lucy Faithfull Foundation) can support discussions and are useful to point learners to for information on harmful sexual behaviour, such as unwanted contact or unwanted sexual messages:
What to do if… 

Topic Library

Thinkuknow by CEOP is the national website for learning about child exploitation and online protection (CEOP). Their learning resources site offers information and resources for learners, families and educators. 
These are a selection of the resources for different ages:

Jessie & Friends (4-7s)

Play Like Share (8-10)

Send me a pic? (11-14)

Exploited (14+)

Computing in Primary Schools: teacher survival kit SECOND LEVEL

This series of resources is designed to lay the foundations of learners developing an understanding of what computers are and how they work. This level introduces the concepts of:

  • computers are machines designed to do jobs
  • computers have instructions to tell them how to do those jobs

The learning will be about identifying the different jobs computers do in their lives and the wider world. It is important to link between the physical computer (parts) and the instructions (apps/software) that controls them.

Educator notes

Computer systems have a common model, the von Neuman architecture, which almost every machine is designed with:
inputs – memory/processor/storage – outputs

The processor runs the software, executing one instruction at a time. The instructions (for every app running) is stored in memory until the processor is ready for the next line. So too, are any inputs until processed. Anything that needs to be kept after the computer is turned off is ‘saved’ in storage, such as a hard disk or ‘the cloud‘.

Computers can be connected to each other to share data and resources. The internet is the biggest and most common computer network in the world. Information is sent between computers using cables under the ground and under the sea. Although we often think of mobile devices being ‘wireless’ they use radio waves to send information a short distance to a router (WiFi) or transmitter (3G, 4G or 5G).

The world wide web or ‘web’ is the most common user-friendly software used to navigate the internet (the hardware). This is often done using web browsers, such as Edge, Chrome or Safari.

Computers use a voltage (on or off) to activate or not activate a series of switches. This is how a processor processes the code. IS is represented by a (high) voltage and the computer processes this using the number 1. IS NOT is represented by no or low voltage and the computer understands this to be the number 0. This is how every computer works. 

The binary number system can only represent the number 0 or 1 in each place value. The first four place values being 8, 4, 2, 1 as opposed to our denary system which can represent 0-9 in each place, with the first four places being 1000, 100, 10, 1.

Modern computers use millions, if not billions, of microscopic switches, to make millions of decisions (selections) per second. This gives the illusion that computers can do lots of things at one time, such as run the operating system, web browser, play music, and display on the screen.

The main bit for learners is that computers are simple machines that have complicated processes. In order to make them easier to use Grace Hopper created the first ‘high level code‘ that looked like English. This is what we generally mean by code. Block-based code is an even higher level of code making it even easier to understand.

How the computer ‘thinks’

In between the inputs and outputs there are other components that make up the computer. Three of these components are the processor, storage and memory (sometimes called RAM (Random Access Memory)).

Learners should read and make notes to remember this information:

Computers store things (even when turned off) in storage, usually a disk (local disk, such as a Hard Disk (HDD) or DVD) or on the cloud (remote disk, such as OneDrive).

The computer loads the instructions it needs into the memory until the processor needs to use them.

The processor gets the instructions (one line at a time!) from memory and works out what it needs to do – this might be check inputs, display data on outputs, or make a decision (selection) 

Processor:  Inputs and outputs – BBC Bitesize 

Memory: How is all our digital data stored? – BBC Bitesize

Storage: How do digital devices store information? – BBC Bitesize 

 

They can then investigate Alan Turing and his role in the development of computing.

Alan Turing was a computer scientist and mathematician who was very important in the development of this structure and process. He also played an important part in WW2. 

How computers store data

Computers were originally mechanical devices (see back to Tommy Flowers and Colossus!) and used switches to make the decisions (selection) but these were too big. Modern computers use tiny switches called transistors and can have billions in each computer (even a phone!) 

 

Using literal switches meant a decision (selection) had to be made using Boolean logic (IS (True) or IS NOT (False)) – the switch is either ‘open’ or ‘closed’. So computers were programmed using binary (number system using only 0 (False) and 1 (True), instead of 0-9) 

 

This gets complex, so keep learners to knowing computers store everything in 0s and 1s and let them wonder or investigate how this might work.

How is all our digital data stored? – BBC Bitesize

 

Investigate how Grace Hopper, a computer scientist, and mathematician, invented a form of code that looked like English. This made it easier for programmers to create instructions for computers and led to the block-code we have used so far.

The internet

A new concept to introduce is that of computer networks – two or more computers being connected and able to share data and resources. The internet is the biggest and most widely used example of this.

Networks – BBC Bitesize 

The internet – BBC Bitesize 

 

The internet relies on physical connections using cables. Learners might consider digital devices to be wireless but they are only able to send information a short distance using radio waves to either a router (computer) or transmitter (phone).

A Journey To The Bottom Of The Internet (youtube.com) 

Thin underwater cables hold the internet. See a map of them all. (youtube.com) 

https://www.barefootcomputing.org/resources/modelling-the-internet 

ruby – hiding in plain sight internet components 

 

Like most computer systems, the internet has been made easier to use with modern software, this is the world wide web or web.

Investigate the role of Tim Berners Lee in developing the web, web browser and some internet protocols (http, URL)

Checking learning

Learners should be able to describe the von Neuman model of a computer:
input, process, memory, storage and output

Learners should be able to use block-based code to create a short set of instructions in the correct sequence and using a selection and creating a variable:

Learners should be able to predict what a set of instructions in block-based code might do and fix it:

Computing in Primary Schools: teacher survival kit FIRST LEVEL

This series of resources is designed to lay the foundations of learners developing an understanding of what computers are and how they work. This level introduces the concepts of:

  • computers are machines designed to do jobs
  • computers have instructions to tell them how to do those jobs

The learning will be about identifying the different jobs computers do in their lives and the wider world. It is important to link between the physical computer (parts) and the instructions (apps/software) that controls them.

For the teacher

For the teacher:
Computer hardware can be classified as input or output:

  • Users use inputs to control the computer and give it information, such as movement (mouse), button press (keyboard) or sensors (temperature, sound, current)
  • Computers use outputs to provide information to the user, such as audio (speaker), photo or video (screen) or movement (phone or controller vibration)

Code is instructions used to control the computer. Outwith the computer these might be called algorithms. The computer always follows the code in the order it is written (sequence) and code can be repeated using ‘loops’ (repetition).

Block-based code is used at this stage to allow learners to see the instructions, make predictions about what code will do on the screen.

Code uses logic statements to make decisions (selection) between one thing or another. This is Boolean logic:

  • the computer is turned on or is NOT turned on
  • the cat is on the mat or the cat is NOT on the mat
Identifying inputs and outputs

Start with learners identifying and then classifying computer hardware as inputs (used by user) and outputs (used by computer) 

What are input and output devices? (BBC Bitesize) 

 
They can then use this knowledge to analyse devices they use and categorise the hardware and software in them

Ruby – software or hardware/input or output 

 

Make a model of a computer or device and include input and output devices

Ruby – make computer model

 

Finish off this learning by investigating the work of Tommy Flowers who created one of the first digital computers in the world – Colossus 1|2

Coding: the computer’s instrcutions

Computers follow instructions in order (sequence) and one step at a time.

How are computer programs constructed? – BBC Bitesize 

Will this code get the squirrel to the nut? (code.org) 

 

Programmers (who write code) need to think about the problem they are fixing and work out what they need the computer to do (one step at a time) – try making these algorithms before coding.

 

We use algorithms to think out problems and solutions in sequence

All about algorithms – BBC Bitesize 

Ruby – Dance Time 

 

Start with these sequence levels, at level 7 it introduces the loop (repetition) block to repeat an action – why might this be useful? Repetition is useful to keep the computer doing a job as long as needed – it might play one song after another or keep showing the time, speed or temperature while you are using it 

Programming with Angry Birds | Express Course (code.org)

Coding: how computers make decisions

Most instructions need the computer to make decisions, often based on how they are used (inputs) this is called selection.

Repetition and selection – BBC Bitesize 

 

Selection uses Boolean logic (a statement that IS or IS NOT true) to decide what to do. In code the instructions used are:
IF true THEN do x, or ELSE do y.

It takes lots of these simple statements to make the computer do even ‘simple (to us) things’ and this is where coding ‘gets hard’ so this is going to try and stay simple 

 

micro:bits add a level of complexity (connectivity for example) but offers concrete experiences for learners.

Code.org has ready-made games but is only code on the screen, which may be harder to abstract for learners.

 

Code.org 

Looking Ahead with Minecraft #10 (code.org) (no selection) 

Looking Ahead with Minecraft #11 (code.org) (intro selection) 

If/Else with Bee #1 (code.org) (IF block) work through 

 

micro:bit 

Beating heart | micro:bit (microbit.org) (loop forever) 

Sunlight sensor | micro:bit (microbit.org) (selection/conditional loop IF/ELSE) 

Rock, paper, scissors | micro:bit (microbit.org)  (selection/conditional loop IF/ELSE) 

 

Finish off this learning by investigating Ada Lovelace, who is credited with writing the first ever computer programme (software).

Checking learning

Learners should understand that computers are used in the world all around them and can classify inputs and outputs:

 

Learners should be able to use block-based code to create a short set of instructions in the correct sequence and using a repeat block (loop):

 

Learners should be able to predict what a short set of instructions in block-based code might do:

Computing in Primary Schools: teacher survival kit FIRST coding

BACKGROUND 

Learning intentions 

We are learning about computers and how they work

We are creating instructions to control computing devices

 

I can identify different types of computers and the job they do

I know that computers follow a sequence of instructions

I can write an algorithm with instructions in the correct order

 

Glossary 

sequence

pattern

sorting

algorithm

 

Phrase bank 

Computers are designed to do one job or a set of jobs

Computers follow instructions in the order we write them

Where do you use computers or technology in school/at home?

 

What you need to know 

 

LESSON RESOURCES
starter 

What is a computer? (youtube.com)

Here are some computers, or things with computers in them, and the jobs they might do. Can you match the computer to its job?

Each computer has a set of instructions that tells it how to do its job. We’re going to learn about making instructions for computers.

 

Activities to try

Look at this sequence to control the squirrel – do you think it will work?

Sequencing with Scrat #6 | Pre-reader Express (2023) – Code.org

Either of these activities can be used to explore sequences and patterns

Dance time! | Hello Ruby

Busy Bodies | Resources | Barefoot Computing

Can use this worksheet as template for own algorithm

Algorithm-Sequencer.pdf (glowscotland.org.uk)

Practical 

Remember this sequence? We/You’re going to check if this sequence works and fix it if you need to

Sequencing with Scrat #6 | Pre-reader Express (2023) – Code.org

Beebot activity

ASSESSMENT 

Check knowledge: form (MS, Google) 

Observation checklist (peer, teacher) 

Having completed these activities, learners should have a grasp of basics. Revisit these concepts as often as requried to build confidence and familairity with them. If planning follow-on lessons, focus on the concepts and process of concept-to-actions, revisitng the compeuters’ need for sequence and ‘one isntruction at a time’. These will underpin everything else goign forward 

 

The next stage will be planned similarly and will introduce more complex ideas for sequencing, patterns and sorting but the concepts will remain the same. 

Examples of Planning Computing in Primary Schools

This document aims to provide a clear, concise and progressive example of planning for Computing in the primary sector. It includes an overview of the ‘big ideas’ in computing and where each idea might be taught, building on prior knowledge and skills from the last level.  


Each big idea has knowledge and skills identified to support teachers design learning intentions and links to information pages or online resources. 

Computing in Primary Schools: The Big Ideas

These ‘big ideas’ for computing are designed to help educators and learners learn the essential understanding in computing that all students should acquire during the Broad General Education.
It has been inspired by Wynne Harlen’s Principles and Big Ideas of Science Education. Some of the language or concepts may appear very abstract for inexperienced learners or educators but there is support throughout this site to understand each one. 

Computing in Primary Schools: teacher survival kit EARLY LEVEL

This series of resources is designed to lay the foundations of learners developing an understanding of what computers are and how they work. This level introduces the concepts of:

  • computers are machines designed to do jobs
  • computers have instructions to tell them how to do those jobs

The learning will be about identifying the different jobs computers do in their lives and the wider world. It is important to link between the physical computer (parts) and the instructions (apps/software) that controls them.

 

For the teacher

For the teacher:
Computers are machines that are designed to do specific jobs. Some computers, such as tablets, mobile phones and PCs, are general purpose and can do many things. Others are dedicated and only do one job, such as washing machines, air traffic control or a wristwatch.

Every device is made of components called hardware which make up the physical computer system. Every computer then needs instructions to control the hardware, this is called software but more recently the term ‘app’ is used (short for application, another name for software). 

Apps, or software, is written in a special language called code which helps the user to give the computer instructions in English-like language, which would otherwise have to be written using complex maths. 

Identifying computers and what they do

These links explain what computers are:

What is a computer system? – BBC Bitesize 

What is digital technology? – BBC Bitesize 

 

These activities provide a concrete learning experience for learners

Ruby – computer safari  

Ruby – make computer model  

Computers have instructions to tell them what to do
Checking learning

Learners should understand that computers are used in the world all around them and can classify things which have computers in them, are computers or are not computers:

They should also be able to differentiate and sort computer technology as being a computer or an app:

teacher digital skills toolkit user story form milngavie primary

Using the Teacher Digital Skills toolkit to identify and support staff needs

This is a user story provided by Milngavie Primary School, East Dunbartonshire, that used the Teacher Digital Skills Toolkit to inform their professional learning.

The school’s ‘digital leader’ explained how they used the toolkit:

“I ran the session for collecting the data during the February in-service. It was very easy to use and being able to have the document to use alongside the Forms meant that I could explain what was meant by certain questions if anyone was unsure.The data collected on the duplicate form will be used to offer training to those with gaps, either individually or in small groups, starting with the essential skills. I will also direct some staff to online resources available to increase their skills rather than give personal training – whatever fits their needs. If there are areas where the majority of staff require support I will be able to deliver professional learning during an in-service day. to develop those skills.”

Got a story to tell? Get in touch with us and share it using this form: DigiLearnScot – Get Involved!

Woman holding iPad digital pencil case

Essential Teacher Digital Skills

Learning activities for teachers to develop skills and knowledge needed to be meet GTCS standards for registration.  This includes learning platforms and video content from external organisations. 

Visit the Barclays Digital Wings site to view tutorials and learning resources for fundamental digital skills. This requires a login with email, name and password.

Go to Barclays Digital Wings

How to use a computer – Beginner’s guide
Learn Microsoft Excel
Learn Microsoft OneDrive
Explore Google Workspace

learn my way

Learn My Way is a website of free online learning for beginners, helping you develop digital skills to make the most of the online world. Some aspects of this page may require a login.

go to Learn My Way site

device basics
communicate with colleaguesUse teams with learners
use classroom with learners

Teacher Digital Skills toolkit

The teacher toolkit documents provide guidance on the skills and knowledge that teachers should have to meet GTCS standards for registration.

The skills are organised into three levels:

  • Essential skills that are required by every teacher to engage with daily work routines, such as passwords and emails
  • Core skills that most teachers should have to effectively prepare learning activities and resources for learning, including using devices and apps to create presentations
  • Enhancing Learning and Teaching, which provides an overview of how digital skills may be used to improve learning, teaching and assessment

This document is part of a series, view the other documents here: Digital Literacy Series

  back to Teacher Digital Skills

English version

Gaelic version

Checklists for individuals (requires a Glow login – opens a Microsoft Form):

Essential skills online checklist

Core Skills online checklist

Enhancing learning and Teaching online checklist

Checklists for schools or local authorities (creates a duplicate in Forms for your own data collection):

Essential Skills online toolkit

Core Skills online toolkit

Enhancing learning and teaching online toolkit