Winning the Cyber Security Game
In this lesson students discuss their online experiences and learn how to minimize the potential risks that may be associated with them.
In this lesson students discuss their online experiences and learn how to minimize the potential risks that may be associated with them.
Cyberbullying is everyone’s business and the best response is a pro-active or preventative one. From the outset, we can reduce the risks associated with internet use if we engage in an open discussion with our children about their online activities and set up rules that will grow along with them. Cyberbullying is strongly connected with moral disengagement – the ways we can fool ourselves into thinking it’s all right to do something we know is wrong or to not do something we know is right – so activating kids’ empathy and moral judgment is a key aspect of preventing both offline and online bullying.
The term “Web 2.0” was coined to describe (and, in part, predict) the rise in user-created content on the Net. Recently there have been two stories that show interesting developments in Web 2.0's evolution: bumps in the road to the anticipated convergence with television, and the rise of 2.0 as alternative journalism.
Witnesses play a critical role when they witness acts and forms of bullying” and may suffer negative effects that are as bad as or worse than those suffered by the target. At the same time, there is evidence that youth who witness some kinds of cyberbullying may actually be more likely to perpetrate it themselves later.
If you’re worried that a film might not be suitable for your kids, preview it yourself. Talk to other parents who’ve seen it or check out the reviews by parents and kids at Common Sense Media. You can also use our tip sheet Understanding the Rating Systems to help understand what the ratings on a movie really say about it.
Digital media such as social networks and video games have become increasingly important in the lives of children and youth. Even when young people are consuming other media, such as TV, music and movies, they’re likely to be doing it through the internet. As well, nearly all the media they consume, from TV shows to toys, have web pages, virtual worlds, video games or other digital spinoffs associated with them.
It’s ironic that as computers and other communications technology have become more accessible to the general public over the last thirty years, they have actually become less accessible to a segment of the population, one to whom access is everything: people with disabilities. More ironic still is that the history of communications technology is intimately tied to the drive to integrate people with disabilities more fully into society.