This Safe Surfin’ curriculum helps educators extend learning into cyberspace
comfortably. It complements every core curriculum area and correlates
with National Education Technology Standards.
AOL@SCHOOL is provided as a service
of America Online.
These lessons are non sequential
and teach the critical thinking and decision-making
skills required for responsible cyber-citizenship and
appropriate Internet use. Students are taught how
The Cyberspace World to stay safe online and how to use the Internet rules
1. How the Internet came to be
2. Common terms of the road.
3. Where is cyberspace?
4. Rights and responsibilities of a The three lessons can be used separately or in any
order. All lesson instructions and student handouts
are included. Estimated time to teach each lesson and
1. Careful consideration of how objectives and materials are listed at the beginning of
people may react to messages
the lesson. Each lesson is standards-based and
2. Good manners common to all
messages in cyberspace teaches an important facet of Internet use for
3. Activity examples of good
manners specific to e-mail,
students in grades 5-8.
chat and instant messaging.
Safety in Cyberspace “A Brief History of the Internet”, ISTE.org, “Performance Indicators for
1. Distinguishing between privacy Walt Howe, 2004 Technology Literate Students in
in real-world settings vs. Grades 6-8”
ICRA.org (Internet Content Rating
Association), “Family Online Internet Cybersmartz.com, “S.M.A.R.T.
2. Reasons for protection and Safety Contract” Curriculum”
following Safe Surfin’ Rules
Missingkids.com, “Internet Statistics” Kidshealth.org, “Smart Surfing”
3. Activity examples Safe Surfin’
Rules Safekids.com, “Kids’ Rules Teachervision.com,
for Online Safety” “Internet Safety”
4. Internet safety quiz
5. Parent/Student Safeteens.com, “Teen Safety on the
Safe Use Information Highway”
Contract. Cybercrime.gov (Computer
Crime and Intellectual Property),
Children on the Internet”
FBI.gov (U.S. Department of Justice),
“A Parent’s Guide to Internet Safety”
Netsmartz.org, “Internet Safety
for Middle School”
Eti.com, “Student Internet
Kidsdomain.com, “Guide to Etiquette
on the Net” and “Get Internet
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In this lesson students
learn about the development
of the Internet and its relationship
to the concept of cyberspace. They also
develop an understanding of the rights and
responsibilities of being a cyber-citizen. OBJECTIVES
1. Understand how the Internet came
2. Become familiar with common Internet
1. (Optional) Use the article, The History of the Internet, to discuss how the
3. Understand that cyberspace is not a
Internet came to be. Review words on the glossary list to increase physical location but real people
comprehension. communicating via the Internet.
4. Understand and accept the rights
2. Using the definition of cyberspace in the Safe Surfin’ Glossary, discuss
and responsibilities of a cyber-citizen.
the concept of cyberspace as it relates to the Internet. Have each
student write down his/her definition of cyberspace and have volunteers NATIONAL EDUCATION
share their definitions. Guide students to clarify the concept of cyberspace TECHNOLOGY STANDARD(S)
NETS# 2. Demonstrate knowledge
a. Where is cyberspace?
of current changes in information
b. Can we go into cyberspace? technologies and the effect those changes
c. Is it a real place? have on the workplace and society.
d. In what ways is cyberspace real? (It involves real people using real
NETS# 3. Exhibit legal and ethical behaviors
computers to communicate real information and ideas.) when using information and technology and
3. Discuss the rights and responsibilities of cyber-citizens by explaining discuss consequences of misuse.
how the Internet is a powerful tool for disseminating both positive and
negative ideas. Explain that it is difficult to tell if a site represents the MATERIALS
opinion of one person or thousands of people. Read the handout Power • HANDOUT: The History of the Internet,
and Responsibility of the Internet to support these concepts. pgs. 5 & 6
• The Power and Responsibility of the
Next discuss the list of Safe Surfin’ Rules and elicit student explanations of Internet, p. 6
what each means in student terms. Have students discuss the scenarios in • HANDOUT: A Glossary of Terms,
the Good Cyber-Citizens Activity to reinforce the concepts they read in Safe pgs. 7 & 8
Surfin’ Rules. Guide students to consider the following: • ACTIVITY: Good Cyber-Citizens, p. 12
a. Bill’s e-mail -- Because he is using the school network, he is subject
to the school’s rules of good cyber-citizenship. If the message is
racist, sexist or contains obscenities, it violates these rules. Option 1
b. Maria’s e-mail -- Maria’s e-mail is inflammatory and threatening 50-65 minutes including
and violated good cyber-citizen rules. Internet history
c. Jason’s joke -- Hoaxes are violations of good cyber-citizen Option 2
rules. 35-45 minutes
Review summary questions with the group: history
1. What makes the Internet such a powerful tool for spreading
2. Why is good cyber-citizenship so important on the
3. What can each of us do to make sure we are good
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Students explore the
concepts of privacy and safe
procedures as they share ideas and
opinions in cyberspace.
1. Introduce the concept of anonymity and then discuss with students what
OBJECTIVES it means to be anonymous in cyberspace. Explain that a sense of
anonymity (knowing that others don’t know who you are or where you
1. Understand the difference between
privacy in real-world settings vs. live) can have positive and negative aspects.
cyberspace. ASK: What is good about being anonymous in cyberspace? (It may be
2. Understand reasons for protection easier to share personal thoughts and problems without fear of judgment
and following Safe Surfin’ Rules. from face-to-face friends. It provides an opportunity to meet people who
share similar interests from all over the world. People cannot judge others
3. Complete Internet safety quiz. by their appearance.)
NATIONAL EDUCATION ASK: What is bad about being anonymous in cyberspace? (The visual
cues you have in face-to-face communication are missing. People can
TECHNOLOGY STANDARD(S) easily hide or misrepresent themselves and pretend to be what they are
NETS# 3. Exhibit legal and ethical not. You can never really be sure that the identifying information provided
behaviors when using information and is accurate. Revealing your private identity information can result in a
technology and discuss consequences of potentially threatening situation.)
2. Review/discuss Rules for Safe Cyber Surfin’ emphasizing the most
MATERIALS important safety rule -- not to give out private identity information without
permission of a teacher, parent or guardian.
• HANDOUT: Safe Surfin’ Rules for 3. Assess students’ understanding of private identity information. Ask: “What
Cyber-Citizens, p. 9
are some examples of private identity information?” (full name, address,
• HANDOUT: Contract, p. 10
• ACTIVITY: Playing It Safe, p. 13 name of school, e-mail address, phone number, passwords, calling card
• QUIZ: Internet Safety, p. 14 number, credit card number, Social Security Number, mom’s maiden
name, parent’s place of work, photos in which you can be recognized).
TIME 4. Distribute the Playing It Safe activity sheet and discuss the first paragraph
under “passwords.” ASK: What might happen if you loaned your pass-
word to a friend? ( The friend might use your password and unknowingly
do something wrong. Then, you might get blamed.)
Have students read and discuss the other scenarios on the page. They
should be able to tell how each scenario contradicts the list of do’s and
don't for that section.
5. Summary questions:
a. Why should you remember that people in cyberspace are not always
who they seem to be? (To stay alert about protecting private identity
information from strangers.)
b. What should you think about when choosing a safe password?
(Responses should include a discussion of rules about giving out
private identity information to strangers.)
c. What are two safety rules for dealing with cyber-pals? (Never give
them private information or meet face-to-face without permission of
a parent or guardian.)
6. (Optional) An Internet Safety Quiz is included as a culminating activity to
reinforce concepts in this unit. In addition, an Internet Safety Contract
for parents and students may be sent home to provide a basis of
discussion between parents and students. The U.S. Department of
Justice provides an excellent “Parent’s Guide to Internet Safety” at
3 AOL@SCHOOL AOL@SCHOOL is a trademark of America Online, Inc. www.aolatschool.com
Students learn guidelines
for good manners in cyberspace,
including e-mail, instant messaging,
chats and message boards.
1. Ask students to describe some of the ways you can communicate in 1. Understand that new ways of
cyberspace (e-mail, instant messaging (IM), chat rooms, message boards). communicating necessitate more
(Refer to the Safe Surfin’Glossary in the cyberspace lesson to define terms careful consideration of how people
may react to messages.
if students are not familiar with any of the words.) Discuss which are one-
2. Learn good manners common to
to-one (e-mail and IM) and which are group communications (chats and all messages in cyberspace.
message boards). 3. Give examples of good manners
specific to e-mail, chat and instant
2. Distribute Handout: Netiquette. For each of the tips listed, have students
predict some possible consequences for people who do not follow them.
3. Distribute the Good Netiquette Quiz and have students answer the NATIONAL EDUCATION
questions, reminding them to consider the Do’s and Don’ts. Ask for TECHNOLOGY STANDARD(S)
volunteers to discuss their responses with the class. Guide students to
NETS# 3. Exhibit legal and ethical
consider: behaviors when using information and
a. Shannon’s forwarded e-mail -- Students might say that Shannon had technology and discuss consequences of
some very strong, angry words for Kate. She had confided an incident misuse.
that embarrassed her and now all their friends know about it and are
teasing her. Kate might tell Shannon that the next time she wants to MATERIALS
forward a message, she would ask the sender first. • HANDOUT: Netiquette, p. 11
b. Steve’s chat room -- Steve has several options. He can leave the chat • QUIZ: Good Netiquette, back cover
room and find one that is more civilized. He can ignore the offender TIME
and suggest that everyone else does, too.
c. John’s instant messaging -- John does not know the reason Sara is
not replying. He does not know if Sara has been called away, is busy
sending another message, or is angry with him. An angry, impatient
response from John is inappropriate. John should use good
messaging manners and stop sending the same message.
d. Don’s message board post -- Mike has no way of knowing if Don’s
posting was an innocent error. Mike might post an angry message for
everyone to read, but it would be good messaging manners to
assume it was a mistake. He should calmly inform Don of
4. Summary questions:
a. Why do good manners vary depending on the method of
b. What are some good manners tips common to all kinds of
c. What is a good manners tip specifically for e-mail? For
instant messaging? For chat? For message boards?
Safe Surfin’ AOL@SCHOOL is a trademark of America Online, Inc. 4
While the number of sites on the
Internet was small, it was fairly
easy to keep track of the
Utah). Over the next few years resources of interest that were
many other famous universities available. But as more and more
became connected. organizations became connected,
The early Internet was used by the Internet became harder and
computer experts, engineers, harder to track.
scientists and librarians. There At about this time, Brewster
was nothing friendly about it. Kahle, at Thinking Machines,
There were no home or office Corp. developed his Wide Area
personal computers in those Information Server (WAIS), which
days, and anyone who used it indexed the full text of files in a
had to learn to use a very database and allowed searches
The Internet was the result of complex system. of the files.
some visionary thinking by • E-mail was adapted for
In 1989 another significant event
people in the early 1960s who ARPANET in 1972. The creator
took place in making the Net
saw great potential value in picked the @ symbol from the
easier to use. Scientists at the
allowing computers to share available symbols on his
European Laboratory for Particle
information on research and teletype to link the username
Physics, more popularly known
development in scientific and and address.
as CERN, proposed a new
protocol for information
• First global network of
distribution. This protocol, which
computers in 1962, at the
became the World Wide Web in
Defense Advanced Research
1991, was based on hypertext--a
Projects Agency (DARPA).
system of embedding links in text
• Massachusetts computer
to connect to other text, which
connected with a California
you use every time you select a
computer in 1965 over dial-up
text link while reading Internet
telephone lines. It showed
the feasibility of wide-area • USENET was started in 1979
networking, but also showed and led to the development
that the telephone line's circuit of newsgroups, which are
switching was inadequate. discussion groups focusing In 1991, the first really friendly
on a topic. They provided interface to the Internet was
a means of exchanging developed at the University of
information throughout the Minnesota. The University wanted
The Internet was known as
world. to develop a simple menu system
ARPANET because it was
to access files and information on
developed under a contract led
campus through their local net-
by the Advanced Research
The commands became a lot work. The demonstration system
Projects Agency (ARPA). It
easier for non-technical people to was called a gopher after the U
initially connected four major
learn to use the Internet. It was of Minnesota mascot -- the
computers at universities in the
not easy by today's standards by golden gopher.
southwestern U.S. (University of
California at Los Angeles, any means, but it did open up use The development in 1993 of the
Stanford Research Institute, of the Internet to many more graphical browser Mosaic by
University of California at Santa people. Marc Andreessen and his team at
Barbara and the University of the National Center for
5 AOL@SCHOOL AOL@SCHOOL is a trademark of America Online, Inc. www.aolatschool.com
Local dialup services connected 2000s
to the Internet in early 1992. The current trend with major
Delphi was the first national implications for the future is the
commercial online service to growth of high-speed connections.
offer Internet access to its dial-up 56K dial-up modems are not fast
subscribers. It offered an e-mail enough to carry multimedia, such as
connection in July 1992 and full sound and video except in low
Internet service in November quality. But new technologies such
1992. as cable modems, digital subscriber
Supercomputing Applications lines (DSL) and satellite broadcast
All limitations on commercial use
(NCSA) gave the Internet its big are much faster and are widely
disappeared in May 1995 when available now, and growing fast.
boost. Later, Andreessen moved
the National Science Foundation
to become the brains behind The future of the Internet will bring
ended its sponsorship of the
Netscape Corp., which produced exciting changes and will require the
Internet backbone, and all traffic
the most successful graphical cooperation of all users in using
relied on commercial networks.
type of browser and server until correct netiquette and in providing
AOL, Prodigy and CompuServe safety for everyone. Rules for cyber-
Microsoft developed its Microsoft
came online. space will become rules to live by.
Microsoft's full-scale entry into the Adapted from “A Brief History of the Internet”
Since the Internet was initially
browser, server and Internet by Walt Howe.
funded by the government, it was
Service Provider (ISP) market
originally limited to research,
completed the major shift over to
education and government uses.
a commercially-based Internet.
Commercial uses were prohibited
The release of Windows 98 in
unless they directly served the
June 1998 with the Microsoft
goals of research and education.
browser well integrated into the
This policy continued until the
desktop shows Bill Gates', Chief
early 90s, when independent
Operating Office of Microsoft,
commercial networks began to
determination to capitalize on the
enormous growth of the Internet.
One hundred years ago,
letters took months to travel across the ocean. Today anyone using the Internet can instantly reach
others around the world. The Internet can be used to share knowledge that makes people’s lives
better. Unfortunately, its power can also be used to spread lies and hate.
You’ll find Web sites sharing good deeds of kids around the world. You may also find hate and lies
about anyone who looks different, behaves differently, worships differently or thinks differently from
the authors of the Web site. It’s hard to tell how may people are associated with a site. A site may
represent thousands of members or it may be just a single person.
If you use the Internet, you’re a citizen of a global community -- a cyber-citizen. You’re also a
citizen of your country and a member of your school community. Each form of citizenship has
responsibilities. Each has rules about how to behave in cyberspace. In school you agree to follow
Safe Surfin’ Rules. You may find these repeated in the Acceptable Use Policy your school has
developed for the Internet.
Safe Surfin’ AOL@SCHOOL is a trademark of America Online, Inc. 6
INFORMATION SUPERHIGHWAY (ISH)
The information superhighway
BROWSER is a global high-speed network of
A commercial online service
The software product that lets computers that serve thousands
that offers Internet access via a
you find, see and hear material of users at the same time,
dial-up telephone modem to its
on the World Wide Web, including transmitting e-mail, multimedia
text, pictures, sound and video. files, voice and video. The system
Popular browsers are Netscape DISCUSSION GROUPS links homes, offices, schools,
Navigator and Microsoft Internet This is an online area focused on libraries and medical centers, so
Explorer. a specific topic where users can that textual and audio-visual
read and add comments. You can information can be instantly
CHAT ROOMS find discussion groups for almost accessed and transmitted from
These cyber-meeting places one computer screen to another.
allow groups of people to
communicate with each other in E-MAIL INTERFACE
real time (or live), as opposed to This stands for electronic mail, A boundary across which two
the delayed time you get with it is a way of sending messages independent systems meet and
e-mail. A user enters a chat electronically from one computer act on or communicate with each
room, types a message into the user to another. You need to other.
computer, sends it, and it is have a modem, a telephone line
instantly displayed on the screens connected to your computer and
The largest system of linked
of the other users in the chat an e-mail address (recognizable
computers in the world.
room. You never know who because of the @ symbol, such
is going to be reading your as firstname.lastname@example.org). ISP
messages or responding to them, This stands for Internet Service
so it is best to be cautious. FLAMING
Provider. A term for any company
On the Internet, flaming is giving
that can connect you directly to
COMMERCIAL NETWORK someone a “telling off” in public.
the Internet usually for a fee.
This is a general term for a large Often this is on a newsgroup but
online service (e.g., America it could be on a Web forum or MODEM
Online, CompuServe, Microsoft perhaps even as e-mail with A device that allows computers
Network, etc.). These services copies sent to a list of people. to communicate with each
are like special clubs that require other over telephone lines.
membership fees. Besides HTML
Modems change digital signals
providing access to the Internet, This stands for Hypertext Markup
to telephone signals for
commercial services have lots of Language, the coding language
transmission and then back to
content, games and chat rooms used to format documents to
digital signals. Modems come in
that are available to members be used on the Internet. Text
different speeds: the higher the
only. documents must be converted
speed, the faster the information
to HTML in order for you to read
is sent and received.
CYBERSPACE them on the Web.
This is the general term used to MULTIMEDIA
refer to the electronic areas and HYPERLINK
A combination of two or more
communities existing on the An easy method of retrieving
types of information such as text,
Internet. It is a real place where information by clicking on high-
audio, video and images.
real people communicate not a lighted and underlined words in
physical location. text on the screen. The words link
to other documents with related
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NET, THE PROTOCOL particular topic. USENET is a
A term that is often used to refer On the Internet "protocol" place to ask questions, state
to the whole of cyberspace, (the usually refers to a set of rules opinions, provide information and
Internet, commercial services, that define an exact format for meet other people with similar
etc.) communication between interests on a worldwide basis.
The rules of cyberspace manners. SEARCH ENGINE Uniform Resources Locator. The
Usually applied to the Internet, A program found on certain sites World Wide Web address of a site
where fellow users enforce these that can perform searches for on the Internet.
rules. information on the Internet based
on the words or phrases you sup- WAIS (Wide Area Information Server)
NEWSGROUPS Indexed text in a database which
ply. Some sites have search
Groups of users who log on to allows searches of all files in that
engines that only search within
a particular site to discuss a database.
SERVER WEB SITES
A host computer that stores A location on the World Wide
information and/or software Web that may incorporate
programs and makes them graphics, sounds and links
available to users of other to other sites. Web sites are
computers. identified by an online address
that starts with "http://" (e.g.,
This is the world's
largest bulletin board WORLD WIDE WEB
service. USENET A hypertext-based navigation
consists of system on the Internet that lets
thousands of "news you browse through a variety of
groups" that are linked resources. Also known
dedicated to the as WWW and the Web.
discussion of a
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Safe Surfin’ 8
There are a lot of fun
and educational things
for students to do on the We. There are also
a lot of people and Web sites, and you need to be careful about them.
Here are some things to remember:
1. Never give out your full name, address, phone number, school name and
address or any other personal information.
2. Do not enter contests without asking your parents or guardian first.
3. Check with your parents before downloading programs to your computer.
4. If someone sends you something abusive or that makes you uncomfortable, let
your parents or teacher know. Never respond to it yourself.
5. Never agree to meet someone in person whom you’ve met online.
6. Do not click on any links that are contained in
e-mail from anyone you don't know. Such links
could lead to inappropriate Web sites.
7. Never send a person your picture (or anything
else) without your parent's permission.
8. Do not give out your Internet passwords to
anyone (even best friends), other than
your parents or guardian.
9. Follow the rules you and your
parents have set up regarding
your use of the Internet and your
10. Treat others on the Internet the way you want
to be treated! They are people, not computers!
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I know that
the Internet can be a wonderful place to visit. I also know that it is
important for me to follow rules that will keep me safe on my visits.
I agree to the following rules:
1. I will choose a safe and know there are some people immediately (because that
sensible screen name for who might be online and means they have my private
myself that will not reveal pretend to be someone information).
personal information about they're not. 11. I will not do anything that
my family or me. 7. I will be honest with my someone I've met online asks
2. I will keep my password parents about people I meet me to, especially when I know
private, except from my online and will tell them, it's something my parents
parents or guardian. I will not without always being asked, would not be happy about or
sign up for other e-mail about these people. I won't approve of.
accounts without my parents' answer any e-mails or instant 12. I will not call, write a snail
approval. messages from anyone my mail (snail mail is defined as
3. I will not put my personal parents have not approved. sending a letter through the
information in my profile. I 8. If I see or read things that are US postal system) or meet in
will not share my personal bad, mean, or make me feel person anyone I've met online
information, or that of my uncomfortalbe in any way, I without my parents' approval
parents or any other family will log off and tell my parents or without a parent coming
member, in any way, shape or so they can make sure it with me.
form, online or with someone never happens again. 13. I understand my parents will
I meet online. This includes, 9. I will tell my parents if I supervise my time online and
but is not limited to name, receive pictures, links to in- use software to monitor or
address, telephone number, appropriate sites, e-mail or limit where I go online.
age or school name. instant messages with bad They're doing this because
4. I will treat others the way I language or if I'm in a chat they love me and want to
want to be treated. room where people are using protect me.
5. I will use good manners when swear words or mean and 14. I will teach my parents more
I'm online, including good hateful language. about the Internet so we can
language and respect. I will 10. I will not send anything to any have fun together and learn
not pick fights or use one I've met online, without cool new things.
threatening or mean words. my parents' okay. If I get
6. I will make my own personal something from someone I've
safety my priority, since I met online, I'll tell my parents
I agree to the above.
Student's signature Date
I promise to protect my child's safety online by making sure these rules are followed. If my child encounters
unsafe situations and tells me, I will handle each situation with maturity and good sense, without blaming
anyone, and will calmly work through it with my child to ensure safer Internet experiences in the future.
Parent or Guardian's signature Date
Safe Surfin’ AOL@SCHOOL is a trademark of America Online, Inc. 10
or netiquette, guides us in proper
behavior on the Internet. There are widely accepted rules
of behavior to follow when you're online. It is very important to learn and follow
these rules. Sometimes the online world can feel “pretend” because you cannot see
the person with whom you are communicating. So, it is very important to remember
that you are dealing with real people online and you should use your very best
manners – just as you would at home or at school. In cyberspace, people can’t see
your face or hear your voice. They have only two ways of judging what you’re think-
ing. One is by the words you choose. The other is by the manners you use.
Do’s and Don’ts for Any Online Message
1. Do get right to the point – some people have many
messages to read.
2. Don’t type in UPPERCASE – it means you are
3. Don’t use slang or rude language.
4. Do check your spelling, grammar and punctuation.
5. Do think twice before using sarcasm. Without
hearing your voice or seeing your face,
it’s almost impossible to know whether
a message is meant to be sarcastic.
6. Do use smileys, or emoticons, to make
your message clearer.
7. Do stay calm when you get a rude message.
Don’t respond to an angry message. Battling
with angry words is bad manners
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Imagine that each
situation below involves a
student in your school. Is their behavior
acceptable under the Safe Surfin’ Rules for a cyber-citizen?
1 Bill sends an e-mail from school to his friend in another school. In it he repeats a joke
containing rude language that he heard on a TV show.
2 Susan gets angry with Maria in the school cafeteria and repeats something Susan told her
privately. Maria goes home and writes Susan a threatening e-mail intended to scare her.
3 Jason, playing a joke, creates an official looking e-mail saying tomorrow is a half-day
and sends it to the whole school.
Safe Surfin’ AOL@SCHOOL is a trademark of America Online, Inc. 12
Your passwords help protect your computer and
your files from tampering by strangers. Passwords also protect your
private identity information, including your screen name or e-mail account. Only your parents or guardian should know
your password. Never give a password to anyone else. Don’t use passwords that are easy to guess -- like your
nickname or your pet’s name. Combinations of letters, numbers and symbols are harder to crack. Change your
password regularly and NEVER use private identity information as your password.
James lives in Los Angeles, Calif. -- Why or why not?
the home of the UCLA Bruins. He is
a big fan of the Bruin football team
and decides to use “bruins” as a
password. Did he make a safe
Be sure you know the kinds of private identity information:
Full name Phone number Mother’s maiden name
E-mail address Social Security # School
Credit card # Name of school Calling card #
Postal address Passwords Parents’ work place
Jenny is a popular student who enjoys many friends at school. Was it a good idea to exchange
Her friends know that Jenny has Multiple Sclerosis. Still, they can’t addresses?
really understand what it feels like to have this medical condition. H yes H no
Jenny finds an online chat room for kids with MS. Someone with the
Should Jenny go to meet Nita?
screen name “Nita” has joined the chat group, too. Nita and Jenny
What else should she do?
H yes H no
really get along. They share their feelings about having MS. Jenny and
Nita exchange addresses in order to send birthday cards. One day
Nita asks Jenny to meet.
The rules for safe messaging are the same in cyberspace as they are in Kim begins to feel uncomfortable
person. You should be polite, not give out any private information and walk because she knows that to “cyber”
away from people who make you feel uncomfortable. means going into a private,
unmonitored chat room. Should
Kim, 13 years old, is in a chat room talking about her favorite hip-hop be nervous? Why or why not?
artists. Someone with the screen name “HipHopMike” really seems to
know his music. Talk begins to wander to other topics and Kim and
“HipHopMIke” begin to flirt.
Mike types – What do you look like?
Kim types – I’m cute. Then Mike asks whose math class Kim is
in. How should Kim answer?
Mike types – What color is your hair?
Kim types – Light brown. I wear it in a pony tail.
Mike types – Do you cyber?
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1 As I travel through
I should never give out 3 If someone I meet 5
to someone I meet online asks me to keep As I travel through
online is a secret from my cyberspace I should
H the names of my favorite parents I should never
books and movies. H keep the secret because H take a break and have a
H my real name, address, they are my cyber-friend. snack.
telephone number, the H tell all of my friends, H use the Internet to help
school I attend or my because it's hard for me me with my homework.
H agree to meet someone in
photograph. to keep a secret.
H the name of my pet. H tell my parents, because person whom I have met
no one should ever ask online.
2 If someone sends
me to keep secrets from
me an inappropriate
4 If someone is on my
H never reply to these e-mail buddy list, friend
messages and tell my list or contact list and
parents, so that they can I only know that person
notify our online service
online, he or she is
H my friend and someone I
H keep it a secret.
H reply to the message and
H the person he or she
ask the sender to stop
claims to be.
sending me messages.
H someone I
because I don't
know him or her well.
Safe Surfin’ AOL@SCHOOL is a trademark of America Online, Inc. 14
Look over HANDOUT: Netiquette
on page 11, as well as, the following
scenarios and answer the questions based on the do's
and don’ts that are listed with each section. Your teacher may ask
you to discuss them with the rest of the class.
While on vacation, Shannon sends an E-mail Do’s and Don’ts
e-mail to her friend Kate. She tells Kate 1. Do type your first name at the end of your message.
how a big ocean wave knocked her 2. Don’t forward e-mails without the sender’s permission.
down and made her look silly. Laughing, 3. Do check e-mail regularly... so you can respond quickly.
Kate forwards a copy of the message to 4. Do delete messages after you read them... this frees up storage space for
four more of their friends. When more productive use.
Shannon gets home, her friends tease 5. Don't send confidential information in your e-mail... others may be able to
her. What should Shannon say to Kate? read/access it.
6. Don't be hasty when you send... if you write a message when you're upset,
wait before you send it.
7. Do respect the privacy of others... don't share someone's e-mail address
without their permission.
8. Do fill in the subject box so people can see what the e-mail concerns.
9. Don't send chain letters... they're as annoying on the Internet as they are in
Steve joins a chat room that Chat Do’s and Don’ts
is supposed to be monitored, but 1. Do hang around the chat room before joining in. Learn the rules of the
things seem pretty out of control. community.
One guy is flooding the screen with 2. Don’t waste others’ time. If the chat room has a topic, stick to it.
rude, offensive language. Soon, others 3. Don’t forget you’re chatting with real live people, even though you may not
are complaining and responding with know them face-to-face.
angry words. What should Steve do? 4. Don’t ask people for information you know is not safe to give out.
5. Don’t ask personal questions that you would not ask face-to-face.
6. Don’t scroll or flood the screen with useless characters. Nobody likes a bully!
Good friends Sara and John are Instant Messaging Do’s and Don’ts
sending instant messages. Suddenly, 1. When you don’t have time to chat, do tell the person who is messaging you.
Sara stops answering John’s 2. If the person doesn’t respond, don’t keep sending messages.
messages. Wondering why, John
sends the message, “Are you there?”
over and over again. There could be
many reasons why Sara is not
replying. What are your ideas?
Don visits an online gaming message Message Board Do’s and Don’ts
board and posts a game tip that 1. Do read messages posted by others for a while before posting your own.
doesn’t work. Mike, reading the Get familiar with the rules of the community.
message, tries the tip and loses the 2. Do stick to the topic of the group and post only if you have something new to
game. How might Mike respond? add. Don’t waste the group’s time.
3. Don’t state something as a fact if you are not sure it is accurate.
AOL@SCHOOL is a trademark of America Online, Inc.