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Overview
- Author(s)
- The Office of the Children's eSafety Commissioner
- Year level(s)
- 7,8
- Who is this for?
- Students
- Who is this from?
- Secondary school teachers and staff
- Domains
- Mentally Healthy Communities
- Settings
- Secondary School
- Topics
- Bullying and cyber safety
- Aims
- The #GameOn study guide, videos and activities for lower secondary students has been designed to build a range of skills and knowledge to encourage positive online behaviours. It aims to help students: understand the value of taking responsibility; recognise the necessity of treating others with respect; identify positive use of the internet and technology; address associated risks of online activities; acknowledge the impact on health and wellbeing; understand the nature of personal information; think critically about protecting themselves online; and develop strategies to deal with inappropriate content or contact.
- Cost
- The videos, study guide and activities are available online - https://www.esafety.gov.au/education-resources/classroom-resources/gameon
- Location
- Victoria, New South Wales, Australian Capital Territory, Queensland, Northern Territory, South Australia, Western Australia, Tasmania
- Organisation
- The Office of the Children's eSafety Commissioner
- Phone number
- 1800 880 176
- enquiries@esafety.gov.au
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Implementation
Detailed description
#GameOn is a cybersafety video series following the online experiences of a group of lower secondary students. It includes a study guide and activities that have been designed to build a range of skills and knowledge that will encourage positive online behaviours. Over five short episodes, the students find themselves in situations that catch them off-guard and teach them the consequences of making poor decisions online. Topics include cyberbullying, excessive gaming, sharing passwords, free downloads and online friends.Program structure & method delivery
The #GameOn Activity Sheets allow students to explore the cybersafety issues raised by #GameOn. There are 8 key activities to explore and each activity should take between 60 to 75 minutes.
#GameOn is designed as a classroom-based resource to be facilitated by teachers. Activities do not have to be tackled in a sequential way but may be selected based on their students' needs and interests in the issues raised by the #GameOn videos.
Below is a list of each activity;
Activity 1: Your online presence
Activity 2: Online security
Activity 3: Friends and followers
Activity 4: The online you
Activity 5: Managing your personal digital devices
Activity 6: In excess
Activity 7: Time out
Activity 8: Game Over
Student assessment measures
NoProfessional learning compulsory
No -
Evidence
Identified theoretical framework
#GameOn is informed by a risk and protective factors framework around cyberbullying and cybersafety. It is based on research originally conducted by the Australian Communications and Media Authority (ACMA) that recognises the internet as a valuable resource that facilitates identity building, creative activities, and managing interpersonal relationships among young people. Cybersmart publications such as #GameOn aim to present positive messages about the internet, while embedding protective behaviours among children, young people, parents and teachers to enable them to manage cybersafety issues. -
Authors
Author(s)
The Office of the Children's eSafety CommissionerAbout author(s)
The Office of the Children's eSafety Commissioner provides Australians with a one-stop-shop for online safety including a range of up-to-date information and resources through the Cybersmart program.
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