Digital Citzen
Digital Citzen
Digital Citzen
After they brainstorm websites, we will come back together and have students write
their website names on the board. We will go through and talk about each website and explain
that its important to know that sharing personal information can put students and students
families at risk. We will then go to these websites that they have suggested, and we will look at
their sign-in/register pages. We will discuss why these websites require certain information (
first name, user name, password, password hint, birth date, gender, the state you live in,
parents permission, etc).
Next, we will return to the table we made that talks about what is safe to share with
strangers and what is not safe to share. The terms personal and private information will be
introduced. A connection between safe and personal will be made and unsafe and private will
be made. We will brainstorm things that are personal (i.e favorite food, favorite book, opinions,
etc.) and brainstorm things that are private (i.e birthday, phone number, address etc.)
Then we will move into identity theft and defining identity theft. We will talk about how
identity thieves steal private information and how we can prevent identity theft by keeping
passwords, addresses, emails, phone numbers, and credit card numbers safe by not writing
down our passwords or giving out private information to websites we dont recognize.
Students will rotate between the board game we created, Serf N The Web, and
worksheets that assess their knowledge on what is safe to share and what is not safe to share.
3.RL.2.3 Describe Student will able to Playing the board game and
characters in a story (e.g., recognize main being able to answer the
their traits, motivations, characters, setting, plot, questions on the cards.
or feelings) and explain and feelings of characters
how their actions from the board game
contribute to the plot. story.
After the students role play these scenarios and role play their reactions to these
scenarios, we will discuss why the students responded in those ways. Then we will move on to
the beginning of the lesson, talking about what is safe to share with strangers and what is
unsafe to share with strangers. The answers they give will be recorded in a table that is written
on the board for the students to see.
Lesson Main:
Students will role play the scenarios and we will have a discussion on why they 15-20
responded the way that they did. minutes
Talk about who the characters were in the scenarios and how their actions
contributed to how the situation happened
Brainstorm websites that require you to give out your information like social 10 minutes
media websites and gaming websites like nick.com
Go these websites and see what kind of information they ask for. Discuss why 10 minutes
they need this information.
Return back to the table about what is safe and what is unsafe. 20
Introduce personal information and examples and introduce private information minutes.
and examples.
Safe to share information is personal information. Unsafe information is private
information.
Why should you know the difference between what is personal and what is 15 minutes
private information?
Break class into equal groups, have a certain amount of students have the board 20-30
game. Have the remaining students work on the worksheets individually at their minutes
tables.
Lesson Ending:
We will wrap up this lesson by letting the students apply their knowledge on internet
literacy by playing the game we have created that involves language arts standards and digital
citizenship components. They will read a short story pertaining to digital citizenship, and answer
questions about the story, plot, and characters. The questions will also pertain to what aspects
of digital citizenship are involved in the story and how the character could have done things
differently throughout the story.
They will be assessed using the worksheets we have provided in the resources and
artifacts page below. The worksheet will cover what is personal information versus what is
private information. They will have to pretend that they are creating an online profile for a
social network, they will have to write information that they deem is personal information and
can be shared with people they do not know. Lastly, there is a quiz on personal and private
information and what is okay and not okay to share.
Assessment Rubric:
Great Average Poor
Engagement Student shows Student shows that they Student is not showing
in class engagement in class are engaged. Does not engagement. Student
discussion discussion with eye ask any questions. is distracted and not
contact and asking asking questions.
questions.
Group The student For the most part, the The student did not
Collaboration successfully student cooperated and cooperate or
cooperated and collaborated with group collaborate with group
collaborated with members. members.
group members.
Worksheet The students gets The student answers The students does not
assessment most of the questions most of the questions finish worksheet.
and activities correct. and have complete Answers are not
Follows directions and thoughts recorded. complete. (60% and
complete worksheet (79%-60% correct) below.)
(100%-80% correct)
Behavior Students play the Students play the game Student is not
(board game) game appropriately appropriately, have a appropriately playing
and work well with few disagreements with the game and cannot
group. group. get along with other
group members. .
Resources / Artifacts:
Olivia the Octopus Story - It is for the game and is a QR code for the game
https://docs.google.com/document/d/1XIMML9pkE_keSV07xvHHlV3f_O9OykIPs36QbRPi
12U/edit
https://docs.google.com/document/d/181wSsPhBu8sNUqPSMU4oLctsvIetVWnRJLk_Nk-
IPsY/edit - QR Code for the board game
https://youtu.be/UL_7owJR4AU - Instructional video to board game
Rules for the game:
Start on the Start square
o Scan the QR code and read the story. All players must have read the story.
Take turns rolling the dice, move how every many spaces the dice displays
o One turn per person
Once you move however many spaces, have another player take a card and read you
the question. You will answer the question on the card.
o If you answer correctly, you get to stay on your square. If you answer incorrectly,
you have to move back a space.
Once you have answered a card correctly or incorrectly, your turn is over.
If you land on a QR code, scan the QR code and follow the directions that are given from
the QR code. You do not have to pick up a card.
o If the QR takes you to a video, watch the video and take the assessment at the
end of the game.
o If the QR code takes you to a game, you play the game and you do not have to
draw a card.
If you land on a square with a wave, you can ride the wave to the connected wave. But if
you ride the wave you do not get to pick up a card. Riding the wave will be the only thing
you do.
If you make it to the end before the other players, you win!
Differentiation:
This section should describe how you could to differentiate your lesson for learners with diverse
needs. Some ideas would be to offer differentiated solutions for English Language Learners,
students with mobility challenges, students on the autism spectrum, students with emotional or
behavioral challenges, students with auditory or visual impairments, gifted students, etc. You
should address
Anticipated Difficulties:
This section should describe any anticipated difficulties this lesson may have and how you plan
on preparing for (or overcoming) those difficulties.
A student could lose game piece that come with the game.
Students might accidently rip cards or remember cards answers to cheat in the future.
Children might not understand the board game rules and play the game as it was not
intended to be played.
Since the lesson involves talking about uncomfortable topics, we must make sure that all
the students are comfortable and can handle the topic content.
The board game could be broken or played with inappropriately.
Student with special needs might struggle with reading the playing cards or navigating
the board.
Make sure sure the children do not swallow the pieces as they might be a chocking
hazard.
There are only 2 dice so they have make sure to not lose the die.
Students might get upset if they do not win the game.
Students might try to use the iPad provided to go off task and play games on it.
Students might try to use the iPad to look up the answers to the question.
References