Title | Cyberbullying |
Creator | Dimitra Dimitrakopoulou |
Main Idea / Description | Students play an interactive game based on a story of cyberbullying. This game introduced at the start, helps students immediately engage with the topic through an immersive experience, reinforcing key concepts about cyberbullying and its effects in a meaningful and interactive way. They will then deepen their understanding mainly through discussion in class. By exploring what cyberbullying is, why it happens, and how to respond to it, students will develop empathy and learn practical strategies to prevent and address it. |
Target Group
(students’ age, learning level, background, disabilities) |
Students aged 15-18 years old |
Curriculum & Learning Subjects | Computer Science |
Competencies | Knowledge
Students will:
Skills
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Teachers’ Wellness Competencies |
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Learning Scenario Framework | |
Pedagogical Method | Game-based learning
Emphasizing streghts (T1.Lean on your strengths and have a positive mindset) Encouraging engagement (Engage students in self-directed and dedicated learning) Goal-oriented learning (T7.Be persistent and work toward your goals) |
Software & Materials |
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Evaluation Tools | Students will be evaluated through the discussion in class |
Learning Scenario Implementation | |
Learning Activities
(Description, duration, worksheets….) |
Introduction:
Reflection after the game Understanding Cyberbullying
Why People Cyberbully
Encourage students to share their thoughts about why people might act out online versus in person. How does anonymity play a role? Consequences of Cyberbullying
Golden Rules for Online Behavior
Encourage students to follow these guidelines and remind them that they can always seek help from a trusted adult. Conclusion and Reflection Wrap up the session by reflecting on the lessons learned:
Encourage students to think about how they can be part of the solution, whether it’s supporting a friend who is bullied or being more mindful of their online behavior. |