Franklin Learning Systems
Play-2-Learn Dominoes – Cyber Smart
$70.95 inc GST $64.50 ex GST
Play-2-Learn Dominoes: CyberSmart™ is an educational domino game designed to teach young people how to navigate the dangerous waters of the Internet, including wireless devices such as cell phones, PDA’s, and MP3 players. Major topics covered include Internet predators, Internet bullying, scams, viruses, and the practice of pro-social Internet behaviour. It is designed for students in grades 3 – 7. It also can be used as high interest material for older students who are less savvy than their peers about the Internet and its dangers.
Before playing a domino, a player picks a card from one of the four decks and either answers a question or practices a skill. The Mystery Cards pose puzzling scenarios that the players have to solve, True-False Cards give information on the workings and dangers of the Internet. Multiple-Choice Cards deal with concepts and important Internet facts, and Opinion Cards are open-ended questions that ask the player how to handle problems and challenges posed by using the Internet.
Players: 2-5
Grades 3 – 7
Product overview
Play-2-Learn Dominoes: CyberSmart™ is an educational domino game designed to teach young people how to navigate the dangerous waters of the Internet, including wireless devices such as cell phones, PDA’s, and MP3 players. Major topics covered include Internet predators, Internet bullying, scams, viruses, and the practice of pro-social Internet behaviour. It is designed for students in grades 3 – 7. It also can be used as high interest material for older students who are less savvy than their peers about the Internet and its dangers.
Before playing a domino, a player picks a card from one of the four decks and either answers a question or practices a skill. The Mystery Cards pose puzzling scenarios that the players have to solve, True-False Cards give information on the workings and dangers of the Internet. Multiple-Choice Cards deal with concepts and important Internet facts, and Opinion Cards are open-ended questions that ask the player how to handle problems and challenges posed by using the Internet.
Players: 2-5
Grades 3 – 7
Learning Objectives – Players will:
– 1. learn the dangers of predators on the web and specific steps they can take to stay safe;
– 2. learn how to deal with the epidemic of on-line bullying, and specific steps they can take as a target of bullying or a bystander;
– 3. learn about scams and guidelines on how to avoid them;
– 4. learn strategies for avoiding worms, viruses and unwanted age-inappropriate materials;
– 5. learn how the dangers and problems of the Internet has spread to wireless devices such as PDA’s, MP3 players, Blackberries, and cell phones;
– 6. learn how to be a good Internet citizen and practice pro-social skills such as courtesy, “Netiquette” and caring when on line.