Play-2-Learn Dominoes - Cyber Smart
Play-2-Learn Dominoes - Cyber Smart
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
Publisher: Franklin Learning Systems
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