This week in pre-school the children’s learning has been inspired by leaves, with the children using leaves of different shades of green to make repeating patterns, developing their scissor skills by cutting up leaves, working on their maths by counting leaves, ordering leaves of differing 
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Defined as “ongoing hurtful behaviour towards someone online”, cyber-bullying makes its victims feel upset, uncomfortable and unsafe. In the digital world, it has numerous forms – such as hurtful comments on a person’s posts or profile; deliberately leaving them out of group chats; sharing embarrassing 
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Sendit is an add-on to Snapchat, not a standalone app: it requires users to have an active Snapchat account, which they then connect to Sendit. It’s important that trusted adults realise, therefore, that any risks associated with Snapchat also affect children using Sendit. Within the 
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Amigo is a social platform which purports to connect strangers from around the world – and, with built-in translation software, it reduces the expected language barriers. Focusing heavily on one-to-one chat, video calls and live streams, Amigo encourages its users to build up online relationships 
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With an age rating of 12+, the sequel to 2016’s Overwatch, is a futuristic shooting game with a focus on teamwork and strategy. Overwatch 2 is free to play, with an emphasis on competitive multiplayer action – meaning that children may want to play the 
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Roblox is one of the most popular video games on the market. By 2020, the game’s makers were claiming that more than half of children in the USA play it. As a ‘sandbox’ title, Roblox offers a huge amount of creative freedom: it lets players 
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The Amazon Fire Tablet is a popular choice: not only are Amazon’s own-brand devices more affordable than most other tablets on the market, but some models are designed specifically for youngsters (the Fire 7 Kids, Fire 8 HD and Fire HD 10 are aimed at 
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A free online safety guide on 12 ways to champion equality online. In terms of the esteem it’s held in, women’s football has made impressive progress in a short space of time. That’s a bit like the online world: it’s come a long way, but 
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British Esports describes ‘esports’ as “competitive gaming, human-v-human, usually with a spectator element to it”. In recent years, the esports industry has grown significantly – and is expected to reach an overall worth of $1.2 billion, with around 30 million monthly viewers, by the end 
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The most popular channels focus (perhaps predictably) on Fortnite, League of Legends, Grand Theft Auto and Valorant – but whatever franchise someone favours, Twitch makes it easy to find fellow devotees to share gaming experiences with in real time, learning from each other and swapping 
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