Digital Literacy and Online Safety (Year 5)
National Curriculum Links - Computing KS2
The content of this plan cover the following NC strands:
- use search technologies effectively, appreciate how results are selected and ranked, and be discerning in evaluating digital content
- select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information
- use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact.
Why this? What does it build on?
This unit builds on important online safety messages from Key stage 1 (Keeping safe and exploring technology and Keep safe and create) and more recently, our Digital Literacy and Online Safety units for Year 3 and Year 4. In those units, students learn about screen time issues, privacy, digital footprints, online communities, online bullying, copyright principles, our responsibilities to others online, passwords, their own online identities, and fake imagery.
Communication and collaboration and Computational thinking - Alien contact both also have elements of online safety in their lessons and cover communicating safely with others online, and safety when using social media.
Having this broad knowledge of digital literacy and online safety issues is vital for young people to grow up to be confident and responsible users of technology and digital citizens in our world.
What comes next?
The digital literacy content in this unit will be built upon in even more depth with our Digital Literacy and online safety units for Year 6, as well as when they reach Key Stage 3.
Other units also include online safety and digital literacy messages, such as Building Collaborative websites, Manipulating images and Inside the internet.
View our full curriculum map
Take a look at our full curriculum map to see how units across all year groups, from Year 1 to Year 6 link.
A note about this unit
The lessons in this unit or work are taken from Common Sense Education’s excellent Digital Citizenship curriculum. Their resources are shared for free under A Creative Commons Attribution- NonCommercial- NoDerivatives 4.0 International License. As a result, this plan can be accessed without logging into our site and is FREE FOR ALL TO USE. It can be shared and used by anyone under the terms of that license. The original materials can be found at: https://www.commonsense.org/education/uk/digital-citizenship
Education for a Connected World
The Education for a Connected World framework describes the Digital knowledge and skills that children and young people should have the opportunity to develop at different ages and stages of their lives. It highlights what a child should know in terms of current online technology, its influence on behaviour and development, and what skills they need to be able to navigate it. Common Sense resources are recommended in the Education for a Connected World framework as essential skills for today's learners. Both resources together, along with Project Evolve, provide you with an excellent set of tools to deliver a comprehensive online safety and digital literacy curriculum.
Education for a Connected World's strands align with Common Sense Education's Digital Citizenship strands in the following way:
Look out for more detail in each of the lessons in this unit, about the strands and statements from Education for a Connected World that link to each lesson.
Unit Resources
Key vocabulary for this unit
Attribute - giving credit to the person who created something, such such as listing the author's name and date, or a citation
Copyright - legal protection that a creators have over the things they create
Cyberbullying - using digital devices, sites, and apps to intimidate, harm, and upset someone
Digital citizen - someone who uses technology responsibly to learn, create, and participate
Digital footprint - a record of what you do online, including the sites you visit and the things you post; it can also include things that others post that involve you
Digital media - information that comes to us through the internet, often through a tablet, smartphone, or laptop
Inference - an educated guess based on evidence
intellectual property - the ownership of something you create, giving you a right to how others use it
Hardwired - something you are born with
Griefing - irritating or angering people in video games by being mean, destructive, or cheating
License - a clear way to define the type of copyright creative work has so others know how they can use it
Media - all of the ways that large groups of people get and share information (TV, books, internet, newspapers, phones, etc).
Media balance - using media in a way that feels healthy and in balance with other life activities (family, friends, school, hobbies, etc).
Media choices - time spent watching, listening to, reading, or creating media.
Online video game - a video game that is played through the internet
Personal information - information about you that cannot be used to identify you because it is also true for many other people (e.g. your hair colour or the city you live in)
Plagiarism - using someone’s creative work without providing attribution
Private information - information about you that can be used to identify you because it is unique to you (e.g. your full name or your address)
Register (online) - to enter your information in order to sign up and get access to a website or app
Responsibility - a duty you have to yourself or others
Social interaction - talking or messaging with people to develop friendship or community
Upstander - a person who supports and stands up for someone else
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