Welcome to our Cyber Smart resources in collaboration with the National Crime Agency. Here you'll find lesson plans and activities suitable for ages 6 - 7, 7 - 9 and 9 - 11. From online ownership and permissions to the law and password protection – these interactive and engaging resources will keep your pupils more secure by being one step ahead online.

Resources Home Learning

Introducing the Be Cyber Smart resources…

Why is it important to
teach primary pupils to
be cyber smart? How
can the new Barefoot
resources help and
what will they cover?
Find out everything you
need to know in this
quick video with
Dr Chips!

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Resources

Who does this belong to?

Age: 6-7 years

Concepts & Approaches:
Collaborating, Evaluation

Curriculum Links:
PHSE, Digital literacy

Focusing on ownership and use of everyday objects this lesson helps children understand ownership and permissions which are the basics of the ethical use of computers.



Do the right thing

Age: 6-7 years

Concepts & Approaches:
Collaborating, Evaluation

Curriculum Links:
PHSE, Digital literacy

Exploration of ownership is extended to digital contexts. In this lesson, pupils respond to story cards giving scenarios on digital ownership.




You're the jury

Age: 7-9 years

Concepts & Approaches:
Abstraction, Algorithms, Collaborating, Creating, Decomposition, Evaluation, Logic

Curriculum Links:
PHSE, Digital literacy

Turning the classroom into a courtroom helps pupils to explore the law and consequences of cyber-crime. Role play and scenarios are used to bring this topical subject to life. Extension lessons are included to help showcase learning and share knowledge with others.

You're the cyber security expert

Age: 9-11 years

Concepts & Approaches:
Algorithms, Decomposition 

Curriculum Links:
PHSE, Digital literacy

By accepting a challenge from a cyber security expert, the children consider how a criminal might try and discover a secret code for a padlock. Through exploration of a programme they then go on to learn about the use of variables and conditional loops in code, and how to create stronger, more secure pins and passwords.


The Phisherman Game

Age: 8-11 years

Curriculum Links:
PHSE, Digital literacy

Using The Phisherman game children explore an underwater village, they learn how to recognise the signs of phishing and help the residents stay safe as they come under attack from the Phisherman with time to discuss and reflect with teacher led guidance.


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