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E-Safety 2015 Exploring issues that children and young people face online

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E-Safety 2015Exploring issues that children and young people face online

Talk

With your partner discuss:

What do you hope to get out of the session today?

What experience have you had of e-safety issues to date?

Social Media

The rise of social media has been one of the most significant developments in the digital world in recent years

Digital Lives

What percentage of 5-7 year olds in the UK now have access to the internet?

1-20% 21-40% 41-60% 61-80% 81-100%

Digital Lives

What percentage of 5-7 year olds in the UK now have access to the internet?

81-100%

Digital Lives

7 in 10 children aged

5-15 now have access

to the internet via a tablet

device

4 in 10 children aged 5-15 own a

mobile, rising to 8 in 10 12-15 year olds

36% of children do not

believe that everything they read

online is true

Social Media

Digital World

A 2013 study looked at the trends in children playing computer games. It found that:

● On average, children aged 5-7 spend 6.2 hours per week, 8-11s spend 8.4 hours and 11-15s spends 10.7 hours per week

● One quarter of boys who play games online in the UK will play against people they do not know

Ofcom (2013)

Screen Time

To gain further insight into the issues around young people and screen time, listen to the following:

BBC Radio 4 - All in the Mind24th April 2015http://www.bbc.co.uk/programmes/b05r3wgr

Empowering children to stay safe

“Children and young people need to be empowered to keep themselves safe – this isn’t just about a top-down approach. Children will be children – pushing boundaries and taking risks. At a public swimming pool we have gates, put up signs, have lifeguards and shallow ends, but we also teach children how to swim” (Byron, 2008, p.2).

Byron Review – Children and New Technology

Because of the changing nature of risks we need to ‘listen[ing] to children to learn what new risks they are experiencing’ Livingstone et al., 2011, p.29

Empowering children to stay safe

“Kids don’t need protection we need guidance. If you protect us you are making us weaker. We don’t go through all the trial and error necessary to learn what we need to survive on our own… don’t fight our battles for us just give us assistance when we need it.”

Byron Review – Children and New Technology

Online Risks

Contact Content Conduct

Child as recipient

● Online grooming

● Cyberbullying

● Social Networking

Contact

Content

What different kinds of content might children encounter?

Where might there be issues?

pornography

Content

hateful /

racist

material

self-harm

extremism

terrorism

violence

illegal activity

online

advertising

gambling

Child as participant

● Inappropriate - How would you respond? (Hate sites, Pro ana, Pro mia sites) http://thinintentionsforever.blogspot.co.uk/p/pro-ana-tips.html

● Inaccurate - How do you know?

● Plagiarism/Copyright

● User generated content that puts friends at risk - “Produsers” See Axel Bruns http://eprints.qut.edu.au/4863/1/4863_1.pdf

exposure to inappropriate content, including online pornography, ignoringage ratings in games (exposure to violence associated with often racistlanguage), substance abuse lifestyle websites, for example pro - anor exia/self harm/suicide siteshate sites

Content

Child as actor

● Uploading inappropriate content

● Illegal downloading

● Hacking

Conduct

Scenarios

HOW WOULD YOU RESPOND?

?

Scenario 1

Scenario 2

Scenario 3

Scenario 4

Keeping your organisation safe

E-Safety Audit

Keeping your organisation safe

Acceptable Use Policy

What is an acceptable use policy?

An acceptable use policy (AUP), sometimes referred to as a responsible use policy (RUP), defines the expected conduct of children, young people, parents/carers and staff when using the internet and emerging technologies. It is essential for keeping children and young people safe online.

Keeping your organisation safe

E-Safety Incident Log

What to do in the event of a disclosure

Further reading and resources

A comprehensive and regularly updated web page of links and resources compiled by Jeremy Burton and teachers from Brighton and Hove schools can be found at:http://www.theslate.org/learn/e-safety/

Physical Computing

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Physical Computing

Physical computing?

Definition:

Physical computing, in the broadest sense, means building interactive physical systems by the use of software and hardware that can sense and respond to the analog world. While this definition is broad enough to encompass things such as smart automotive traffic control systems or factory automation processes, it is not commonly used to describe them. In the broad sense, physical computing is a creative framework for understanding human beings' relationship to the digital world.

Wikipedia, 4 November, 2014

Activity #1

In groups of three, make a console of inputs to connect MaKey MaKey to the outputs available at the following sites:http://www.najle.com/idaft/idaft/ https://www.freetetris.org/game.phphttp://makeymakey.com/howto.php

iPad Apps & Computing

Module Evaluation

Please fill in the module evaluation – it won’t take a long : )