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90 Seconds to Integration--Wordle
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Wordle is a great word game. How can you use it in your classroom? In 90 seconds learn how to play the game, options for class play and competition and creating your own both digital and hard copy. ISTE Technology Stanrdards for Educators:  2.1 Learner; 2.4 Collaborator; 2.5 Designer

Subject:
Professional Learning
Material Type:
Visual Media
Author:
#GoOpenVA Administrator
Chad Fisher
Julie Kuzma
Date Added:
02/22/2022
ACSE Region III - Cybersecurity
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Students will weigh the advantages of cybersecurity in protecting individuals and systems against potential disadvantages of the over-restriction of content and delivery.Students will communicate, verbally and in writing, the advantages or disadvantages of cybersecurity.

Subject:
Cybersecurity
English
Family and Consumer Sciences
Material Type:
Lesson Plan
Author:
Leigh-Ann Crim
Acse Grant
Date Added:
02/12/2022
ACSE Region III - Get a Job! Computer Science and Persuasive Messaging
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Get a Job! Students will use their persuasive messaging skills to research and promote various computer science fields in the unit.

Subject:
Communication and Multimodal Literacy
Computer Science
Cybersecurity
Research
Material Type:
Lesson Plan
Author:
Nathan Sekinger
Acse Grant
E. Grimstead
Date Added:
02/12/2022
ASCE Region III - Perfect Password
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This performance task is designed for third grade and up to teach the importance of using strong passwords.  This would be helpful to use at the beginning of the year to review password safety with upper elementary school students to refresh their memory.  This includes an instructional slide show and a student handout.

Subject:
Computer Science
Cybersecurity
Government and Civics
Material Type:
Lesson
Author:
Yvonne Richard
Acse Grant
Lindsay Sutton
Jessica Sheidy
Laura Michaels
Date Added:
02/12/2022
The Achievery
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CC BY-NC-ND
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A FREE online platform created by AT&T in collaboration with Warner Bros. to help connect K-12 students to a new world of digital learning through stories that spark curiosity and content that entertains and teaches. Designed by education experts, The Achievery offers 7 subject-categories and over 500 videos, including clips from some of the most popular movies and shows, all paired with learning activities that can be accessed from everywhere they are - at home, in the classroom, and in their communities. Whether you are an educator looking for innovative ways to teach and plan your lessons, a parent or caregiver interested in finding additional resources for your children, or a motivated student in search of new challenges and opportunities to improve, you can find the best experience for you.

Subject:
Cross-Curricular
Material Type:
Activity/Lab
Lesson Plan
Provider:
Virginia Internet Safety Advisory Council
Provider Set:
2024
Date Added:
03/15/2024
Agricultural Cyberbiosecurity: Cyberbiosecurity
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With digitization, we see biosecurity, cybersecurity, and physical security begin to overlap. This overlap started a new discipline, cyberbiosecurity. This resource is part of the Agricultural Cyberbiosecurity Education Resource Collection that contains resources for formal and non-formal agricultural educators working with middle school aged youth. Published as Open Educational Resources, all resources are provided in durable (pdf) and customizable (MS Word) formats. They are hosted on  GoOpenVA in a unique resource collection, Ag Cybersecurity Virginia Tech, at https://goopenva.org/curated-collections/143 and on on Virginia Tech’s stable repository, VTechWorks at https://doi.org/10.21061/cyberbiosecurity

Subject:
Agricultural Education
Computing Systems
Cybersecurity
Data and Analysis
Health and Medical Sciences
STEM/STEAM
Material Type:
Reading
Author:
Ag Cybersecurity Virginia (VT)
Date Added:
05/03/2023
American Academy of Pediatrics: Where We Stand: Screen Time
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The American Academy of Pediatrics (AAP) recommends minimizing or eliminating media exposure, other than video chatting, for children under the age of 18 months. For older preschool-age children, media limits are very appropriate. Have a strategy for managing electronic media to maximize its benefits.

Subject:
Cross-Curricular
Material Type:
Interactive
Date Added:
05/20/2024
American Psychological Association: American Psychological Association Health Advisory on Social Media Use in Adolescence
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CC BY-NC-ND
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Psychological scientists examine potential beneficial and harmful effects of social media use on adolescents’ social, educational, psychological, and neurological development.

Subject:
Cross-Curricular
Material Type:
Interactive
Date Added:
05/20/2024
Atbash Cipher
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This cipher was invented for the Hebrew alphabet, but it can work with any alphabet.  Many people believe it was used in the Bible and is older than Hieroglyphics! It was later adopted by other cultures, such as the Greeks and Romans, and used to encode messages in their respective languages. This lesson leads students the basics of cryptography.

Subject:
American History
Computer Science
Cybersecurity
Material Type:
Lesson Plan
Author:
CodeVA Curriculum
Date Added:
11/30/2023
Being a Good Digital Citizen! An Online Safety Presentation for Children in Grades 3-5
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CC BY-NC-ND
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"This is an assembly-style personal safety
presentation for children in grades 3|4|5
featuring the NetSmartzKids characters.
Kids will learn about the four NetSmartz
rules with a live presenter who engages
them through discussion, quizzes and
animated videos."

Subject:
Cross-Curricular
Material Type:
Lesson Plan
Provider:
Virginia Internet Safety Advisory Council
Provider Set:
2024
Date Added:
03/15/2024
Berkman Klein Center for Internet & Society at Harvard University: Digital Citizenship Resource Platform
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The Digital Citizenship+ (Plus) Resource Platform (DCPR) (previously called the Digital Literacy Resource Platform (DLRP)) is an evolving collection of learning experiences, visualizations, and other educational resources (collectively referred to as “tools”) designed and maintained by the Youth and Media team at the Berkman Klein Center for Internet & Society at Harvard University. You can you use the DCRP to learn about different areas of youth’s (ages 11-18) digitally connected life, including:

(1) Artificial Intelligence (AI), (2) Civic and Political Engagement, (3) Computational Thinking, (4) Content Production, (5) Context, (6) Data, (7) Digital Access, (8) Digital Economy, (9) Digital (Literacy), (10) Identity Exploration and Formation, (11) Information Quality, (12) Law, (13) Media (Literacy), (14) Positive/Respectful Behavior, (15) Privacy and Reputation, (16) Safety and Well-being, and (17) Security.

These tools aim to empower you with knowledge about connected learning environments and other parts of the digital world so you can make the choices that are right for you. If you are responsible for educating others, these tools can also support you as you teach, parent, or fill other valuable guidance roles. Our goal is to promote the co-creation of trustworthy and supportive digital spaces for all of us.

Subject:
Cross-Curricular
Material Type:
Activity/Lab
Lesson Plan
Provider:
Virginia Internet Safety Advisory Council
Provider Set:
2024
Date Added:
03/15/2024
Building Passwords
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Public Domain
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This is an unplugged worksheet activity to walk students through the process of building strong, easy to remember, passwords.

Subject:
Cybersecurity
Material Type:
Activity/Lab
Homework/Assignment
Author:
Jude Raffeinner
Date Added:
01/28/2022
C.S. 7.6 Baamboozle Game on Digital and Physical Security
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CC BY
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This is game designed on Baamboozle.com that is based on the Computer Science standard 7.6 in Cybersecurity where users must answer questions to distinguish the difference between a physical and a digital security measures.

Subject:
Computer Science
Cybersecurity
Material Type:
Game
Visual Media
Author:
Dana Smith
Date Added:
12/26/2021
C.S. SOL 2.9 PowerPoint on Computer Rules
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This is a PowerPoint based on the Computer Science standard 2.9 that reminds students of the rules of using computers appropriately at schoolThis is a PowerPoint based on the Computer Science standard 2.9 that reminds students of the rules of using computers appropriately at schoolThis is a PowerPoint based on the Computer Science standard 2.9 that reminds students of the rules of using computers appropriately at schoolThis is a PowerPoint based on the Computer Science standard 2.9 that reminds students of the rules of using computers appropriately at schoolThis is a PowerPoint based on the Computer Science standard 2.9 that reminds students of the rules of using computers appropriately at schoolThis is a PowerPoint presentation that is based on the Computer Science standard in Cybersecurity, SOL C.S. 2.9 where students will be reminded of the rules of how to use and handle their computers safely and responsibly. 

Subject:
Computer Science
Cybersecurity
Material Type:
Visual Media
Author:
Dana Smith
Date Added:
12/28/2021
CS Strand Pocket Guides
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CC BY-NC-ND
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These Pocket Guides are a quick summary of each of the 6 computer science strands for grades K-8. The pocket guides explain what the strand is about and how it increases in complexity from Kindergarten to 8th grade.

Subject:
Algorithms and Programming
Computer Science
Computing Systems
Cybersecurity
Data and Analysis
Impacts of Computing
Networking and the Internet
Material Type:
Teaching/Learning Strategy
Author:
CodeVA Curriculum
Valerie Fawley
Date Added:
11/18/2022
Caesar Cipher - Unplugged
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This unplugged lesson will allow students to encrypt and decrypt message using the Caesar Cipher letter shift method of encryption. Cover the process of how this method works by doing an example and explaining the process of shifting the plaintext by the letter shift value to create the encrypted cipher text.

Subject:
Computer Science
Cybersecurity
Data and Analysis
Material Type:
Activity/Lab
Assessment
Homework/Assignment
Author:
Ronald Sparks
Date Added:
05/23/2022
Caesar Cipher in Python
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This lesson is designed to teach students basic encryption using the Caesar cipher method. This is a simple letter shift cipher that takes a plaintext message and encrypts it into cipher text by shifting each letter of the message by a value between 1 and 25 (1 less than the total number of letters in the English alphabet). This technique was used by Julius Caesar to encrypt messages by shifting each letter of the message by 3 letters. The message would be decrypted by taking each letter and shifting back 3 letters to reveal the plaintext message.

Subject:
Algorithms and Programming
Computer Science
Cybersecurity
Material Type:
Activity/Lab
Assessment
Homework/Assignment
Author:
Ronald Sparks
Date Added:
05/23/2022