40,000 pupils took part in this year's LGfL DigiSafe pupil online-safety survey about their online lives. We found out what they love and what they hate, what really goes on behind closed screens, and who they trust when things go wrong. Discover what we learned and what it means for schools, parents, industry and government in our new report, 'Hopes & Streams'.
Tagged with digital citizenship
Parents’ excessive use of mobile phones has been linked to increasing children’s behaviour problems in the world’s first study of its kind.
Tracking your phone's gyroscope, scanning your messages and giving your data to third-party companies.
These are just three of the things you agree to when signing up to some tech companies' apps and sites.
BBC research has found some of the language used in privacy policies and terms requires a university education to be understood.
Gaming disorder may be a newly recognised condition, but disordered gaming is anything but new. In 2010, a Korean couple was arrested for fatal child neglect spurred by an obsession with Prius Online. Five years earlier, another Korean man collapsed and died after a 50-hour session playing StarCraft in an internet cafe.
The European Digital Competence Framework, also known as DigComp, offers a tool to improve citizen's digital competence. Today, being digitally competent means that people need to have competences in all areas of DigComp.
The NHS should provide social media and technology addiction counselling, a leading psychiatrist as said as he called for the growing problem to be classed as a public health issue.