Hellenic Open University
Image source: https://www.commonsense.org/education/
Name of the videogame/app
Name of the producer
Common Sense Media
How to find it
Main technical requirements
Web browser (Adobe Flash player enabled), Edmondo App
Native Virtual Reality Support
6-11 years, 12-17 years
Use in Educational contexts
Degree of required tutoring
Autonomous use by students
The Digital Passport Web Edition is available for free.
Suite of 5 games that address key issues facing kids in today's digital world. They learn how to stay safe and responsible while online or using mobile devices. More specifically:
1. In Twalkers, students learn why it's important to avoid multitasking with a cell phone as well as the benefits of focusing on one task at a time.
2. In Share Jumper, students evaluate examples of online messages. They decide what information is appropriate to share and when. They are also reminded that nothing is truly "private" or "erasable" online.
3. In E-volve, students make choices about what to do if they or their friends are cyberbullied. They are encouraged to "evolve" to someone who takes action to stop cyberbullying.
4. In Search Shark, students learn how to choose effective keywords for searching online. They practice selecting keywords that are most relevant to a search prompt. Along the way, students discover hints for narrowing their search results.
5. In Mix-n-Mash, students remix media content to create a new creative piece. They learn how to give proper credit to the artists whose images and sound clips they use.
In summary the topics addressed through the games are:
• Search the Web
• Creative credit
Each of the five games also includes videos, three levels of gameplay, collaborative offline activities, teacher wraparound materials and aligned Digital Citizenship lessons.
The games are aligned to both Common Core and the National Education for Technology Standards for Students (ISTE's NETS). A student must complete all three rounds of gameplay in all five games in order to earn a Digital Passport through the online platform.
Learning Object / Suggested activities with students
Each of the five Digital Passport modules (i.e. video, game, offline activities, etc.) is designed to take about 45 minutes. However it is recommended that teachers invite their students to first experience the module's interactive components -- the video and the game -- which takes about 15 minutes.
Moreover, if bandwidth is an issue, teachers may choose to show the videos to their class as a group, followed by a class discussion, and then have students play the games independently at home. Since it's a web-based app, students can use their username and password to log in to Digital Passport from any computer with Internet access. Encouraging students to play at home and share the games with their parents is a great way to introduce parents to the topics that Digital Passport addresses.
As a second step, teachers can use the offered offline activities after gameplay has been completed.
Skills and competences
Skills and competences acquired
The games teach critical skills related to digital safety, respect and community.
Teachers receive robust reporting of individuals and groups’ gameplay. The first round of gameplay is for practice only. Scores are compiled from the second and third rounds. Teachers can see a percentage score reporting each student's overall proficiency. Additionally, they can access an individual student's answers to all of the questions in any game.
To assess the received knowledge on digital citizenship, different tools can be utilised, e.g. students creating a quiz for their classmates about digital citizenship on Google Forms, making a brochure in Publisher, creating a Google Slides presentation, or making a comic strip about Cyberbullying.
Additionally, teachers can create a paper multiple choice print assessment that the students may choose to complete to add to their online score. The print assessment could include a number of scenarios with 2 choices for each and the students circle the responsible, safe choice.
Critical thinking, Self-confidence, Resilience