The Phisherman Game

Age: 8 - 11 years

Type: Cyber

Curriculum Links to: Digital Literacy, PSHE

The The Phisherman Game has been rated 1 stars

RESOURCE OVERVIEW:

Using The Phisherman game pupils explore an underwater village.

The game consists of a number of mini games, with each focusing on a different aspect of phishing. Following each game, several questions and topics are presented to facilitate further discussion and enable children to share their own experiences.

The Teacher Guide provides these discussion points and additional activities to support the use of Barefoot’s The Phisherman game within the classroom. Click here to play game.

PUPIL OBJECTIVES:

  • I can define phishing and why it is used by cyber criminals
  • I can identify technologies typically used for phishing
  • I can identify common features and themes of phishing
  • I can identify how to prevent being a victim of phishing

TEACHING ASSESSMENT OPPORTUNITIES:

Informal teacher assessment of understanding during the lesson.

LESSON TIMING: 1 hour