Consume – Reading

More and more of the information we read is read online. Social media and web pages have replaced newspapers, and even TV, for many of us and our learners. It is important to be critical of everything we read, whether it is online or not. Information can be misleading and we should support our learners to …

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Consume: inappropriate content

cyber toolkit inappropriate content

Almost half (47%) of internet users report coming across a potential harm while using social media, as opposed to news services (3%) and gaming platforms (2%) with these harms being the most reported (in terms of potential consumption harms): hateful, offensive or discriminatory content (64%) animal cruelty (62%) generally offensive or ‘bad’ language (62%) content …

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Consume – Gaming

Gaming is one of the most popular past times in the world. The amount of money spent playing games is more than that spent on video-on-demand (VOD), such as Netflix, or music streaming like Spotify combined. There are many aspects to gaming beyond playing the games, including livestreaming, esports or gambling. Modern online gaming requires …

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Consume – Searching

More and more of the information we read is read online. Social media and web pages have replaced newspapers, and even TV, for many of us and our learners. Learners will likely use apps, such as TikTok or YouTube, to find information rather than a traditional web browser. However, web browsers and search engine apps, such …

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Digital Thinking

The programme is structured to support digital leaders at all levels to reflect on current and emerging practice and consider the nature and purpose of digital learning and teaching. Participants will be encouraged to examine and discuss the themes of developing self regulated digital learners opportunities for curriculum change and flexibility enhancing a digitally enabled …

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