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Technologies · Year 2 · Safe Travels in Cyberspace · Term 2

Digital Etiquette: The Kind Keyboard

Students practice positive communication and understand the impact of their words and actions in digital spaces.

ACARA Content DescriptionsAC9TDI2S01AC9E2LY07

About This Topic

Digital etiquette centres on kind, respectful communication in online spaces where facial expressions and tone are missing. Year 2 students examine sample messages, identify those that build others up or hurt feelings, and create positive alternatives. They practice responding to unkind behaviour and reflect on how digital choices shape real friendships. This topic aligns with AC9TDI2S01 for safe creation and sharing of digital content, and AC9E2LY07 for analysing language effects in contexts.

These lessons connect Technologies and English strands to develop digital citizenship and empathy. Students address key questions about showing kindness without visual cues, handling cyberbullying, and linking online actions to offline relationships. Early practice builds habits for safe cyberspace navigation.

Active learning suits this topic well. Role-plays and peer feedback let students feel the impact of words in safe settings, making abstract concepts concrete through immediate reactions and discussions.

Key Questions

  1. Explain how to demonstrate kindness and respect when interacting online without visual cues.
  2. Assess appropriate responses to cyberbullying or unkind behavior in online environments.
  3. Analyze how online choices can influence real-life friendships and relationships.

Learning Objectives

  • Identify examples of kind and unkind digital messages.
  • Create a positive digital message to encourage a classmate.
  • Explain how to respond appropriately to an unkind digital comment.
  • Analyze how online communication can affect real-life friendships.

Before You Start

Basic Computer Skills

Why: Students need foundational skills in using a keyboard and mouse to engage with digital communication tools.

Identifying Emotions

Why: Understanding different emotions helps students recognize how their words might affect others online.

Key Vocabulary

Digital EtiquetteThe rules of polite and respectful behavior when communicating online, similar to manners in person.
Kind MessageA message sent online that is positive, helpful, or makes someone feel good.
Unkind MessageA message sent online that is hurtful, mean, or makes someone feel sad or angry.
CyberbullyingUsing digital devices and communication to bully a person, typically by sending messages of an intimidating or threatening nature.
Digital FootprintThe trail of data you leave behind when you use the internet, including websites you visit and messages you send.

Watch Out for These Misconceptions

Common MisconceptionWords online do not hurt because you cannot see the person's face.

What to Teach Instead

Online messages affect feelings just like face-to-face talk. Role-plays help students act as sender and receiver, experiencing emotional impacts directly and adjusting language through peer feedback.

Common MisconceptionIt is fine to be unkind online if it is just a joke.

What to Teach Instead

Jokes without tone can confuse or upset others. Scenario discussions let students test jokes in role-plays, observe reactions, and learn to add clarifiers like emojis for clarity.

Common MisconceptionCyberbullying only happens to strangers.

What to Teach Instead

It can affect friends and classmates too. Group analysis of scenarios shows real-life links, with active sharing helping students recognize and respond in familiar contexts.

Active Learning Ideas

See all activities

Real-World Connections

  • Children's television show hosts, like those on 'Play School', often model positive online interactions for young viewers, explaining how to be a good friend even when playing games online.
  • Game developers for popular children's games, such as 'Roblox' or 'Minecraft', implement chat filters and reporting tools to help keep their online communities safe and friendly.
  • Librarians in schools teach students about online safety and digital citizenship, including how to communicate respectfully in online learning platforms or when researching information.

Assessment Ideas

Quick Check

Present students with three sample digital messages. Ask them to circle the kind messages and put a square around the unkind messages, then explain their choices for one message.

Discussion Prompt

Pose the scenario: 'Imagine you see a friend post something online that makes another classmate feel sad. What are two kind things you could do or say?' Facilitate a class discussion on appropriate responses.

Exit Ticket

Ask students to draw one picture showing a kind online interaction and write one sentence about why it is important to be kind on the computer or tablet.

Frequently Asked Questions

How do you teach digital etiquette to Year 2 students?
Start with relatable scenarios from games or chats students know. Use visual message examples to discuss feelings evoked, then guide practice through rewriting unkind texts. Connect to real friendships by sharing stories, reinforcing that kind words build trust online and off. Regular role-plays solidify habits.
What activities work for the Kind Keyboard topic?
Role-play chats, pair message rewrites, and class response relays engage students actively. These build skills in kind language and bullying responses. Follow with personal pledges to encourage reflection. Keep sessions short, 20-35 minutes, with clear success criteria like 'Does it make someone smile?'.
How does active learning help teach digital etiquette?
Active methods like role-plays and peer discussions make invisible online impacts visible through classmates' reactions. Students practice responses safely, gaining confidence before real interactions. Collaborative rewrites foster empathy as they consider others' views, leading to deeper understanding than passive lectures alone.
Common misconceptions in online kindness for young kids?
Children often think online words lack power without faces or that jokes always land well. Correct via hands-on scenarios where they role-play both sides, feeling the difference. This shifts views, showing digital spaces mirror real emotions and require the same respect.