Digital Empathy and Online Choices
This 8th-grade lesson packet guides students through understanding empathy, bystander behavior, and making positive choices in online interactions. It includes scenarios, discussion prompts, and an activity to create a digital experience promoting a safer, more inclusive online environment.
“create an introduction powerpoint for an 8th grade career class using the following information:“What does empathy mean?” Then give them a few online situations and ask: How would you feel if this happened to you? What could someone do to make the situation better? That is exactly how the lesson suggests introducing the topic. A few easy examples you could use: Scenario 1: Someone posts an embarrassing picture of a student without asking. Scenario 2: A student gets left out of a group chat. Scenario 3: Someone makes a mean comment and other people start liking it. Scenario 4: Someone replies, “That’s not funny. Leave them alone,” and checks on the student privately. Then ask: Who is the bystander? Who is acting like a cyberfriend? The part I would really emphasize The kids need to understand that online bullying is not just about the person who wrote the mean comment. There can also be people who: Like it Share it Laugh at it Add another comment Ignore it Report it Defend the person Check on the person privately All of those are choices. That is where this lesson becomes useful. What does “inclusive” actually mean here? For this lesson, inclusive means helping create an online environment where people feel respected, supported, and welcome. The packet describes inclusivity as understanding and respecting different experiences and needs, and encouraging students to actively improve online spaces. So you can tell the kids: “Inclusive doesn’t just mean ‘don’t be mean.’ It means helping make sure other people feel respected and safe too.” What are they supposed to DO? The official activity has students create an interactive digital experience about making the online world safer and more inclusive. It could be a game, choose-your-own-adventure story, interactive presentation, scavenger hunt, role-play, or simulation. The experience should help people: see the effect of positive and negative online behavior, reflect on their own choices, and learn strategies for better online interactions. Like the other lessons, I think you could simplify this a LOT if needed. For your students, you could easily have them create a simple “What Would You Do?” digital scenario instead of a whole game. Example: A student posts a mean comment about someone in your class. Choice A: Like the comment. Choice B: Ignore it. Choice C: Tell them to stop and report it. What happens because of each choice? That covers the exact lesson goal without turning it into a huge project. The ending The packet suggests ending with a Digital Empathy Pledge. Examples from the lesson include commitments to think before typing, stand up against online bullying, and be kind and respectful online. A very simple exit ticket could be: One thing I will do to make online spaces more positive is ____________. What I would NOT worry about You do not need to teach every focus area listed in the packet, such as algorithms and bias, digital footprint awareness, digital well-being, accessibility, or content creation. Those are possible project topics, not all separate required mini-lessons. For this one, I would keep your brain on: EMPATHY → BYSTANDER → CYBERFRIEND → MAKE A POSITIVE CHOICE And the one sentence I would want students to remember is: When you see something harmful online, doing nothing is still a choice. That is the heart of this lesson.”
Teacher Guide & Tips
- Use this packet as a 45-minute introduction to digital citizenship and empathy, focusing on online scenarios.
- Discussion questions: How does empathy apply to online interactions? Who is a cyberfriend, and what actions define them?
- For struggling readers, simplify the activity to a "What Would You Do?" digital scenario with clear choices and consequences.
- Advanced students can explore creating a more complex interactive experience like a game or simulation.
- Estimated time: 45 minutes for introduction and discussion, with additional time for the activity depending on complexity.
What is Diffit?
Teachers use Diffit to get quality materials for their unique classrooms. Adjust difficulty, add scaffolds, or change the topic to get started.
Try Diffit for free“create an introduction powerpoint for an 8th grade career class using the following information:“What does empathy mean?” Then give them a few online situations and ask: How would you feel if this happened to you? What could someone do to make the situation better? That is exactly how the lesson suggests introducing the topic. A few easy examples you could use: Scenario 1: Someone posts an embarrassing picture of a student without asking. Scenario 2: A student gets left out of a group chat. Scenario 3: Someone makes a mean comment and other people start liking it. Scenario 4: Someone replies, “That’s not funny. Leave them alone,” and checks on the student privately. Then ask: Who is the bystander? Who is acting like a cyberfriend? The part I would really emphasize The kids need to understand that online bullying is not just about the person who wrote the mean comment. There can also be people who: Like it Share it Laugh at it Add another comment Ignore it Report it Defend the person Check on the person privately All of those are choices. That is where this lesson becomes useful. What does “inclusive” actually mean here? For this lesson, inclusive means helping create an online environment where people feel respected, supported, and welcome. The packet describes inclusivity as understanding and respecting different experiences and needs, and encouraging students to actively improve online spaces. So you can tell the kids: “Inclusive doesn’t just mean ‘don’t be mean.’ It means helping make sure other people feel respected and safe too.” What are they supposed to DO? The official activity has students create an interactive digital experience about making the online world safer and more inclusive. It could be a game, choose-your-own-adventure story, interactive presentation, scavenger hunt, role-play, or simulation. The experience should help people: see the effect of positive and negative online behavior, reflect on their own choices, and learn strategies for better online interactions. Like the other lessons, I think you could simplify this a LOT if needed. For your students, you could easily have them create a simple “What Would You Do?” digital scenario instead of a whole game. Example: A student posts a mean comment about someone in your class. Choice A: Like the comment. Choice B: Ignore it. Choice C: Tell them to stop and report it. What happens because of each choice? That covers the exact lesson goal without turning it into a huge project. The ending The packet suggests ending with a Digital Empathy Pledge. Examples from the lesson include commitments to think before typing, stand up against online bullying, and be kind and respectful online. A very simple exit ticket could be: One thing I will do to make online spaces more positive is ____________. What I would NOT worry about You do not need to teach every focus area listed in the packet, such as algorithms and bias, digital footprint awareness, digital well-being, accessibility, or content creation. Those are possible project topics, not all separate required mini-lessons. For this one, I would keep your brain on: EMPATHY → BYSTANDER → CYBERFRIEND → MAKE A POSITIVE CHOICE And the one sentence I would want students to remember is: When you see something harmful online, doing nothing is still a choice. That is the heart of this lesson.”
Teacher Guide & Tips
- Use this packet as a 45-minute introduction to digital citizenship and empathy, focusing on online scenarios.
- Discussion questions: How does empathy apply to online interactions? Who is a cyberfriend, and what actions define them?
- For struggling readers, simplify the activity to a "What Would You Do?" digital scenario with clear choices and consequences.
- Advanced students can explore creating a more complex interactive experience like a game or simulation.
- Estimated time: 45 minutes for introduction and discussion, with additional time for the activity depending on complexity.
Digital Empathy and Online Choices
This 8th-grade lesson packet guides students through understanding empathy, bystander behavior, and making positive choices in online interactions. It includes scenarios, discussion prompts, and an activity to create a digital experience promoting a safer, more inclusive online environment.
What is Diffit?
Teachers use Diffit to get quality materials for their unique classrooms. Adjust difficulty, add scaffolds, or change the topic to get started.
Try Diffit for free