Define personal information.
Information about you that can't be used to identify you because it's also true for many other people. It is safe to share online.
All the ways that large groups of people get/share information (such as TV, books, internet, newspapers, phones, etc.)
Define digital footprint.
Record of what you do online, including sites you visit and things you post (and can also include things that others post that involve you).
Define social interactions:
Talking or messaging with people to develop friendship or community.
Define private information.
Information about you that can be used to identify you because it's unique to you and should not be shared online.
Define media balance:
Using media in a way that feels healthy and in balance with other life activities (such as family, friends, school, hobbies, etc.)
Name 2 things people can learn about you from your digital footprint:
examples: your interests, who you friends are, who your family members are, your personality, etc.
Define griefing.
Irritating or angering people in video games by being mean, destructive, or cheating.
Give 3 reasons why you shouldn't share private information online:
examples: your account could be hacked, you could get money stolen from you, your identity could get stolen, you could get kidnapped, etc.
Define media choices.
Time spent watching, listening to, reading, or creating media.
Name 2 reasons why it's important to try to control your digital footprint:
examples: it's a permanent record of what you did online, strangers can learn a lot about you, you could get in trouble for something bad you did, etc.
Give an example of a negative social interaction while playing online games:
examples: cheating, sending rude comments, griefing, bullying other players, etc.
Give 4 examples of personal information that you could safely share online.
examples: favorite food, favorite color, favorite music style, first name, favorite animal, your height, etc.
Name one example of a healthy media choice and one example of an unhealthy media choice:
Healthy: examples: using media after all your homework is finished and not staying up too late, etc.
Unhealthy: staying up too late using media, using media when you should be doing other things, etc.
Name 2 activities that you can't control that contribute to your digital footprint:
examples: someone else posting a picture of you, someone else posting a video of you, someone else commenting on a picture or video you posted, etc.
Give 2 examples of positive social interactions while playing online games:
example: using teamwork, helping other players, sending kind or encouraging messages/comments, etc.
Give 5 examples of private information that you shouldn't share online.
full name, address, date of birth, passwords, login information, credit card number, social security number, etc.
Name the 3 questions to consider when making healthy media choices:
What? When? and How Much?
Name 3 activites that you can control that contribute to you digital footprint:
Name 3 results that can happen to you if you make negative social interactions during online games:
examples: you could get blocked from the game, you could get in trouble, you could hurt other people's feelings, people might start to dislike you, people might team up against you, etc.