Cyber Champions
Or aim is to build digital literacy and resilience skills in
- children
- young people
- professionals
- parents
- carers
Cyber Champions charter [pdf document]
To become a champion or for more information email [email protected].
Scaling offers
We have a range of packages available to buy.
Services include:
- direct delivery with pupils
- direct delivery to staff or parents
- membership to the Cyber Champions database
- membership to the Darlington Internet Safety Partnership steering group
- receiving up to date information, resources, local information and trends
Primary and secondary school offers
- Primary school scaling offer [pdf document]
- Secondary school scaling offer [pdf document]
DFE guidance
Relationships education, relationships and sex education (RSE) and health education
The DFE released a new statutory PSHE curriculum in September 2020.
Relationships education, relationships and sex education (RSE) and health education [external link]
Education for a Connected World
This framework's aim is to:
- educate children and young people about the digital world
- help children and young people manage risks
- explain how technology can influence people
Education for a Connected World [external link].
Loot Boxes, Gaming and Gambling
Loot boxes, and other gambling related practices are becoming commonplace within video games.
They encourage gamers to spend real money on virtual items.
While not legally classed as gambling, the emotional response from winning or losing is the same.
For example, loot boxes give could give a chance to win:
- skins
- characters
- equipment
The chance of winning is small.
Accounts with the rarest skins and equipment can be sold on third party websites.
The Royal Society for Public Health and the PSHE Association have published reports around young people and gambling.
The reports are a useful guide when planning lessons or sessions on the related topics.
RSPH - Skins in the Game [external link].
Social media library
The healthy lifestyle survey responses show the most popular games and apps that children and young people are using.
Cyber Champion members have access to our social media library.
The library gives information, advice and guidance on these games and apps.
Below is a sample of the top four apps that year 5 and 6 pupils are using.
The age rating for all these apps is 13 years old.
YouTube
YouTube is a video streaming service. People can watch videos posted by others, or make their own videos.
You can also comment on people videos. Videos can also be streamed live.
The videos can be on any topic, from gaming to educational.
Risks
Once uploaded anyone can view the content.
The content may be inappropriate for the viewer.
Viewers can leave comments on the content. These can be negative and abusive.
Snapchat
Snapchat is an image sharing app. People can add filters to their images and choose who they send the image to from their friends list.
Once the image has been viewed, it can't be viewed again.
Images can also be shared with all friends for 24 hours before it is removed.
Risks
Whilst images can't be viewed again on the app, then can be saved by taking a screen shot.
From this, the image can be shared to others who were not intended to see it.
The app also uses location services to place people on a map, others can identify where you are in you have this on
Instagram is a social media app.
It allows people to post images for others to view and comment on.
It allows people to connect with their friends or celebrities.
Risks
We have seen several incidents of bullying over Instagram.
There are lots of inappropriate images posted.
TikTok
Formerly Musical.ly, TikTok allows people to:
- record
- edit
- post
- share
short videos.
Videos are quite often people singing / miming songs or copying challenges and trends.
Risks
We have seen several incidents of bullying over Instagram.
There are lots of inappropriate images posted.