• 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
    Email
    enquiries@esafety.gov.au
  • 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

    No

    Professional 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 Commissioner

    About 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.