The official launch of the Digital Passport (DP) is before the 2012-2013 school year. Prior to the launch, the DP will beta release in January 2012. In the winter-spring 2012 semester, demo site managers will help teachers in grades 4-5 implement the DP. The following outlines plans for training DP demo sites and for evaluating the DP.

What is the Digital Passport ?

The Digital Passport is an interactive product geared towards students in grades 4-5. It can be used on its own, separate from the curriculum, as a way to familiarize students with basic Internet safety and behaviors before they use the Internet independently. Or, it can be used as an introduction to the Digital Literacy and Citizenship curriculum as a way to expand students' skills as safe and responsible users of digital media.

The Digital Passport features five interactive modules that teach the basics of safety and security, digital citizenship, and research skills. Each module is student-guided. Each module -game and associated materials- in its entirety takes 45 minutes to complete. A 45-minute session using the digital passport includes:

  • Ice Breaker
  • Play Interactive
  • Complete the Mission
  • Wrap-Up

Assessment: Game-like, embedded assessments allow students and teachers to track progress and continually develop their proficiency as digital learners. Students who complete all five learning modules and show proficiency in each area receive a their “Digital Passport.” Teachers can then print out the certificates.

Five Interactive Modules

Module title and learning goals

Interactive and Mission Descriptions


Students will:
  • Learn that it is fun to share with others online
  • Reflect on how information spreads fast and far online
  • Recognize the kind of information that should be kept private online


In Share Jumper, students select online posts that are safe, smart, and respectful. The better their posts, the higher they get to climb.


Students watch a video about a girl who says inappropriate things online and create the last frame of a cartoon strip to show what might happen next.


Students will:
  • Recognize different forms of cyberbullying, and the roles of those involved
  • Show empathy for the targets of cyberbullying
  • Identify ways to handle cyberbullying and be upstanders


In E-Volve, students make choices about what to do if they or their friends are cyberbullied. The wiser and braver their choices, the more their character grows and "evolves."


Students make a "Stand up to Cyberbullies Toolkit" that kids can use to handle cyberbullying if it happens.


Students will:
  • Learn that cell phones are powerful, convenient tools for communication
  • Identify situations in which using cell phones can be rude
  • Reflect on when using cell phones can put your health or safety at risk


In Twalkers, students learn to avoid cell phone distraction by focusing on one task. The less distracted they are, the better they do in the game.


Students write text messages as part of a fictional contest in order to raise awareness about how to use cell phones safely and responsibly.

Creative Credit

Students will:
  • Learn about concepts such as copyright and plagiarism
  • Reflect on the importance of giving credit to others for their work
  • Determine how to get credit for work their won work


In Mix-and-Mash, students learn to give proper credit to artists whose work they remix. The better they cite their sources, the more public their work becomes.


Students write a song about what it's like to have their work taken by another band that has become a radio sensation.


Students will:
  • Identify good keywords to search with
  • Learn to use quotation marks to search words together


In Search Shark, students must find the best keywords for their online searches. The more specific and relevant their keywords are, the better their search results become.


Students practice identifying multiple specific keywords in order to narrow their online searches.