cybersafety

Q5 Cyberbullying: Introduction

6. Cyber Smart

Welcome back, Game Guardians!

Before your new game can launch, the studio needs your help tackling a real-world boss battle: cyberbullying. Your mission in this quest is to investigate online interactions, decode chat logs, and figure out who’s teasing, who’s targeting, and who’s crossing the line into something more serious. By the end, you’ll create a safety guide strong enough to keep every player, newbie to pro, safe in your online world.

Learning Objectives

I can:

  • Differentiate between four specific types of digital interactions: Teasing, Conflict, Mean Moments, and Cyberbullying.
  • Analyze context clues (relationship, frequency, intent) to interpret online interactions.
  • Apply appropriate safety protocols based on the level of the interaction.
  • Identify the six distinct roles in a bullying incident: Aggressor, Target, Instigator, Reinforcer, Bystander, and Upstander.
  • Analyze text evidence (Chat Logs) to reveal exactly who is playing which role in a cyberbullying incident.
  • Apply the S.B.R.T. Protocol (Stop, Block, Record, Tell) to escape a cyberbullying trap.
  • Identify the correct upstander move (Direct, Distract, Delegate, or Delay) to help someone else safely.
  • Explain why reporting (stopping danger) is completely different than snitching (causing drama).
  • Identify data that shows how widespread and damaging cyberbullying is.
  • Create visual images of cyberbullying data for an audience of video game players.

Discussion questions to think about while the playing the video below

  • What is the difference between bullying and cyberbullying?
  • What steps can a person facing bullying take?

What is Cyberbullying?

Direct link (1:50 min.)

MITECS  Michigan Integrated Technology Competencies for Students, and

ISTE Standards for Students

2. Digital Citizen
a. Students manage their digital identity and understand the lasting impact of their online behaviors on themselves and others and make safe, legal and ethical decisions in the digital world.
b. Students demonstrate empathetic, inclusive interactions online and use technology to responsibly contribute to their communities.
c. Students safeguard their well-being by being intentional about what they do online and how much time they spend online.
d. Students take action to protect their digital privacy on devices and manage their personal data and security while online.

3. Knowledge Constructor
a. Students use effective research strategies to find resources that support their learning needs, personal interests and creative pursuits.

4. Innovative Designer
a. Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.


Videos from Outside Sources