It is possible to create content that isn’t shared online but more of our images and video is shared online. Sharing content publicly has higher risks than private content. If it is shared publicly then there is greater risk of images being shared without permission or commented negatively on. Privately created content has less inherent …
Create – Social Media
It is possible to create content that isn’t shared online but more of our images and video is shared online. Sharing content publicly has higher risks than private content. If it is shared publicly then there is greater risk of images being shared without permission or commented negatively on. Privately created content has less inherent …
Create – the Cyber Resilience Internet Safety Teacher Toolkit
Our aim This page aims to provide clear and concise information about popular platforms where children and young people create online content. It is intended to provide knowledge and understanding for educators, so that they are more confident planning, delivering and assessing cyber resilience and internet safety learning. How to use this page For children …
Consume: spending money online
Overview More and more of the money we spend is spent online or digitally. Whether that is debit card or Go Henry, mobile contactless with Google or Apple Pay, or online payments like PayPal and even cryptocurrency.Learners need to understand the benefits and risks of using digital money and online accounts to make purchases. Do …
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 …
Consume – Social Media
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 …
Consume: 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 …
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 …
Consume – Gambling
More and more of the money we spend is spent online or digitally and that includes gambling. Learners need to understand the benefits and risks of using digital money and online accounts to make purchases. Do they understand the amount of targeted advertising that they are exposed to? Are they aware of when a social …
Consume – the Cyber Resilience Internet Safety Teacher Toolkit
Our aim This page aims to provide clear and concise information about popular platforms where children and young people consume online content. It is intended to provide knowledge and understanding for educators, so that they are more confident planning, delivering and assessing cyber resilience and internet safety learning. How to use this page Children and …
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