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Adjusting Privacy Settings for Students’ Online Safety

To ensure students have a safe online experience, privacy settings must be properly configured across different devices, apps, and websites. Below are the key areas to adjust:

1. Device Privacy Settings

Parental Controls: Use built-in parental controls on devices (e.g., iOS Screen Time, Android Family Link, Windows Family Safety).

Restrict App Downloads: Set up approval settings so children need permission before installing new apps.

Limit Location Sharing: Disable location services for non-essential apps.

2. Social Media & Online Accounts

Make Accounts Private: Ensure social media profiles (e.g., TikTok, Instagram, YouTube) are set to private.

Disable Public Comments & Messages: Only allow direct messages from known friends.

Turn Off Location Sharing: Prevent social media apps from tracking or displaying their location.

Restrict Profile Information: Avoid using real names, birthdays, or school names in public profiles.

3. Internet Browsing & Search Engines

Enable SafeSearch: Use Google SafeSearch or kid-friendly search engines like Kiddle.

Block Inappropriate Websites: Use built-in filters on browsers (Chrome, Safari) or parental control apps.

Disable Auto-Fill & Save Passwords: Prevent browsers from saving login details automatically.

4. Gaming & Online Communities

Turn Off Public Chat Features: Use settings to limit chat features in games like Roblox, Fortnite, or Minecraft.

Set Strong Passwords: Encourage the use of unique passwords for gaming accounts.

Restrict Friend Requests: Only allow connections from known friends.

5. Email & Online Learning Platforms

Limit Who Can Contact Them: Adjust email settings to block unknown senders.

Monitor Communication Tools: Review settings on Microsoft Teams, Google Classroom, or other learning platforms.

Disable Unnecessary Sharing: Ensure assignments and documents are not shared publicly.

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Stay safe online with info, resources and advice for students and parents.

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A fellow teacher recommended thi Games platform, similar to Kahoot and Blooket. Looks like you can drop a topic (article) in there and it will plan a quiz for you!

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Wayground - The world's most engaging learning platform

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Find and create gamified quizzes, lessons, presentations, and flashcards for students, employees, and everyone else. Get started for free!

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A cool tool for kids to use when brainstorming- Wiki

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A cool tool for kids to use when brainstorming- Wiki

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Create and edit a wiki - Microsoft Support

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See how to create and edit a wiki, and learn about different types of wikis you can create.

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Engaging adolescent learners with Professor Donna Pendergast

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Haven't given the time to this yet, but sounds like a great tool for literacy and augmentation. Will give it a go!

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Writer's Toolbox is an educational writing programme powered by patented AI. Designed to help students master writing-without doing the work for them-Writer's Toolbox gives real-time, individualised feedback at scale: in every topic, for every student, at their most teachable moments.

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The Complete System to Transform School Writing Results | Writer's Toolbox

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Guiding thousands of teachers and students, Writer's Toolbox is a proven success. Double state NAPLAN growth in Australia. Double writing effect scores in New Zealand.

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A great business initiative for students teaching virtual financial literacy and a great introduction to real world finances

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Financial education made easy for secondary schools

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Want to learn how to trade shares? Give this a go!

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Getting to know who I will be teaching

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Australian Council for Educational Research - ACER

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Just checking out Mental Wellbeing initiatives and this one stood out. Some great educator resources available that might be worth checking out! 

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Just checking out Mental Wellbeing initiatives and this one stood out. Some great educator resources available that might be worth checking out! 

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R U OK?Day is our national day of action dedicated to reminding everyone that every day is the day to ask , 'are you OK?' and support those struggling with life's ups and downs.

In addition to the schools resources below, we have free resources available for R U OK?Day such as posters, social tiles, videos and more on the Join R U OK?Day page

You can also register your R U OK?Day event to stay up to date with the latest resources and information.

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Resources for Education Providers to ask "Are you OK?" | R U OK?

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R U OK? is a suicide prevention charity, encouraging all Australians to notice the signs of mental health struggle, and help those in need. Our education resources for schools and staff are valuable guides to creating safe, effective, meaningful conversations that can change a life.

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Gold! This is the bees knees of Functional Anatomy!!

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Gold! This is the bees knees of Functional Anatomy!!

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This ICT is a gamechanger for differentiation teaching. I cannot wait to implement this and see if it works as well I what I hope it will. Watch this space!

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ANATOMY 3D ATLAS allows you to study human anatomy in an easy and interactive way. Through a simple and intuitive interface it is possible to observe, by highly detailed 3D models, every anatomical structure of the human body from any angle.

This application is aimed at medical students, doctors, physiotherapists, paramedics, nurses, athletic trainers and in general anyone interested in deepening their knowledge of human anatomy.

This app is a fantastic tool to complement classic human anatomy books.

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Explicit Spelling of complex terms (scaffolding for diverse learners)

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Explicit Spelling of complex terms (scaffolding for diverse learners)

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This is an interesting theory... I like it and would encourage it in my classrooms. Collaborative work is always effective, even if there is talking. With guided learning group work can work really well

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This is an interesting theory... I like it and would encourage it in my classrooms. Collaborative work is always effective, even if there is talking. With guided learning group work can work really well

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"Knowledge has many authors, knowledge has many facets, it looks different to each person, and it changes moment to moment. A piece of knowledge isn't a description of something, it is a way of relating to something." - Stephen Downes
It's the digital age. In a world with Google Assistant, Siri, Alexa, and other digital information assistants, people have come to rely on technology to seek answers and find information. It's no different for today's students. Twenty years ago, students might go to an encyclopedia for answers; now they can simply ask their smartphones or type the question into Google.

It's clear that technology is changing how students learn in and out of the classroom. Rather than learning from teachers and textbooks, smartphones and laptops serve as hubs of information for today's students. In fact, according to a 2015 study, 87% of college students reported that they used a laptop every week for schoolwork, while 64% reported using their smartphone for schoolwork.

The increasing use of technology as an educational tool has changed the learning landscape. With it came gaps in traditional ideas of teaching and the need for new methods to keep up. The theory of connectivism seeks to be the modern-day solution to those gaps. Whether you're already a teacher or aspire to be one, understanding this theory can give you additional tools and strategies to create a learning environment that sets your students up for success. This guide will help you dive deeper into the connectivism learning theory and provide tips on how to implement it in your own classroom.

Connectivism is a relatively new learning theory that suggests students should combine thoughts, theories, and general information in a useful manner. It accepts that technology is a major part of the learning process and that our constant connectedness gives us opportunities to make choices about our learning. It also promotes group collaboration and discussion, allowing for different viewpoints and perspectives when it comes to decision-making, problem-solving, and making sense of information. Connectivism promotes learning that happens outside of an individual, such as through social media, online networks, blogs, or information databases.
History of Connectivism Learning Theory

Connectivism was first introduced in 2005 by two theorists, George Siemens and Stephen Downes. Siemens' article Connectivism: Learning as a Network Creation was published online in 2004 and Downes' article An Introduction to Connective Knowledge was published the following year.

The publications address the important role technology plays in the learning process and how the digital age has increased the speed at which students have access to information. Since then, both Siemens and Downes have continued to write and speak on the subject. However, each has slightly different viewpoints. While Siemens tends to focus on the social aspects of connectivism, Downes focuses on non-human appliances and machine-based learning.

According to connectivism, learning is more than our own internal construction of knowledge. Rather, what we can reach in our external networks is also considered to be learning. From this theory, two terms-nodes and links-have been commonly used to describe how we gain and connect information in a network.

In connectivism, students are seen as "nodes" in a network. A node refers to any object that can be connected to another object, like a book, webpage, person, etc. Connectivism is based on the theory that we learn when we make connections, or "links," between various "nodes" of information, and we continue to make and maintain connections to form knowledge.

Connectivism builds on already-established theories to propose that technology is changing what, how, and where we learn. In their research, Siemens and Downes identified eight principles of connectivism.

Those main principles of connectivism are:

Learning and knowledge rests in the diversity of opinions.

Learning is a process of connecting.

Learning may reside in non-human appliances.

Learning is more critical than knowing.

Nurturing and maintaining connections are needed for continual learning.

The ability to see connections between fields, ideas, and concepts is a core skill.

Accurate, up-to-date knowledge is the aim of all connectivist learning.

Decision-making is a learning process. What we know today might change tomorrow. While there's a right answer now, it might be wrong tomorrow due to the constantly changing information climate.

Before these principles came on the scene, many theories positioned students solely as receivers of information. However, connectivism supports the theory that knowledge is distributed across networks where connections and connectedness inform learning.

It's one thing to understand what connectivism is and another to actually incorporate it in the classroom in learning activities. Remember that in a connectivist viewpoint, the new learning responsibilities shift from the teacher to the learner. Unlike traditional teaching methods and other theories like constructivism or cognitivism, the educator's job is to guide students to become effective agents for their own learning and personal development. In other words, it's up to the learner to create their own learning experience, engage in decision making, and enhance their learning networks.

Connectivism relies heavily on technology, so the first step to creating a connectivist classroom is to introduce more opportunities for digital learning-like online courses, webinars, social networks, and blogs.

Here are more ways to incorporate connectivism in the classroom:

One way teachers implement connectivism is through the use of classroom social media. For example, a class Twitter account can be used to share information, engage in discussion or announce homework tasks. This can help boost class engagement and open the lines of discussion among students and teachers.

Gamification takes assignments and activities and puts them into a competitive game to make learning more of an interactive experience. There are many learning-based apps and instructional technologies teachers can use to add an element of gamification to the classroom. One example is DuoLingo, an online learning tool that helps students learn languages through fun, game-like lessons. Teachers can track students' progress while students can earn "points" for progressing through lessons. Other examples include apps like Brainscape, Virtual Reality House, and Gimkit, just to name a few.

Simulations engage students in deep learning that empowers understanding as opposed to surface learning that only requires memorization. They also add interest and fun to a classroom setting. Take, for example, a physics class where students create an electric circuit with an online program. Instead of being instructed via a book or classroom lecture, they're learning about physics by simulating an actual physical setup.

Incorporating some or all of these examples is a great way to allow your students more control over the pacing and content of their learning. It also provides opportunities for individualized learning to match each student's unique needs and strengths.

Both the student and the educator can benefit from connectivism in the classroom. If you're considering adopting this theory in your current or future classroom, consider the following benefits:

Within connectivism, learning occurs when peers are connected and share opinions, viewpoints, and ideas through a collaborative process. Connectivism allows a community of people to legitimize what they're doing, so knowledge can be spread more quickly through multiple communities.

Connectivism shifts the learning responsibilities from the teacher to the student. It's up to the learner to create their own learning experience. The role of the educator then becomes to "create learning ecologies, shape communities, and release learners into the environment" (Siemens, 2003).

Connectivism supports individual perspectives and the diversity of opinions, theoretically providing for no hierarchy in the value of knowledge.

If you're a current educator or aspiring to be one, it's important to understand how different learning theories can benefit your classroom and help your students find success. Get more tools and knowledge about teaching and education with a degree from WGU.

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Explore the history and principles of connectivism learning theory and learn how to implement it in the classroom.

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A very cool article explaining the historical background of why mucles, bones, ligaments & tendons have been named the way they were. From Latin origins! Not sure if it makes the learning more clearer or more confusing? The pictures are cool.

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A very cool article explaining the historical background of why mucles, bones, ligaments & tendons have been named the way they were. From Latin origins! Not sure if it makes the learning more clearer or more confusing? The pictures are cool.

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Anatomy and Physiology: Anatomical Position and Directional Terms

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Taking A&P? Our blog post on anatomical position and directional terms will steer you in the right direction.

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A Pedagogy I had not heard of before. Great for being an inclusive teacher

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A Pedagogy I had not heard of before. Great for being an inclusive teacher

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Learn about CAST’s Universal Design for Learning framework, fostering inclusive educational experiences and improving learning outcomes for all learners.

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A little Brain Break tool for students struggling with learning difficulties

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A little Brain Break tool for students struggling with learning difficulties

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BrainPOP’s award-winning platform supports K-8+ curriculum needs while creating memorable learning experiences that deliver real impact.

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This is one way to make Maths interesting! You can also take it another step further and add specifics to each individual student!

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Easily create beautiful interactive video lessons for your students you can integrate right into your LMS. Track students' progress with hassle-free analytics as you flip your classroom!

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How cool are these! Highly recommend checking these out for brain breaks or even just a time filler in the classroom. Very clever little puzzles!

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Kids Environment Kids Health - National Institute of Environmental Health Sciences

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The .gov means it's official.
Federal government websites often end in .gov or .mil. Before sharing sensitive information, make sure you're on a federal government site.

The site is secure.
The https:// ensures that you are connecting to the official website and that any information you provide is encrypted and transmitted securely.

Rebus Puzzles Brainteasers Rebus Puzzles Brainteasers
A REBUS is a picture representation of a name, work, or phrase. Each "rebus" puzzle box below portrays a common word or phrase. Can you guess what it is?
(also called Frame Games© or Word Picture Puzzles)

Answer: Since the word HEAD is over the word HEELS, the answer to the puzzle would be HEAD OVER HEELS! Get it? That's great! Now wake up your brain by having some more fun with the teasers below! To see the answers, just click on the little arrow in the box below each puzzle! But don't peek until you make a guess!

Other stuff you might like ...

Quizzes!

How sharp is your mind? Try out these fun quizzes and see.

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A rebus is a picture representation of a name, work, or phrase. Each rebus puzzle box below portrays a common word or phrase. Can you guess what it is?