The Surfing Penguin
The much anticipated sequel to "The Tweeting Galah"

“The Surfing Penguin” is an easy-to-use classroom resource for teaching primary school students all about cybersafety and digital citizenship. Reflection questions and augmented reality experiences in the book means it is literally a “grab-n-go” set of fun lessons for you and your class to enjoy!

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As featured in

New experiences

Enhanced augmented reality technologies to engage students

“Penguin Selfie” Augmented Reality experience

Four short stories covering the following cybersafety issues:

  • Viewing inappropriate content
  • Cyberbullying
  • Trolling
  • Location Services

Learning activities: 

  • Reflection questions following each story
  • Take a penguin selfie
  • Generate your online game name
  • Location block game

Use to meet parts of the following curriculum:

  • Digital Technologies
  • Protective Behaviours
  • Health
  • Literacy
  • ICT Capability

Proudly distributed by:

Amazon // Barnes & Noble // Boffins Books // Book Box Esperance // Booktopia // Book Depository //

Suitable for ages 7 – 12 years old

The

much-anticipated

sequel

“The Surfing Penguin” compliments and extends on the topics from “The Tweeting Galah”

Innovative

“The Surfing Penguin” offers a unique approach to cybersafety education for children and parents alike!

Interactive

Using Zappar augmented reality technology, children are able to further engage with the story using a smart device.

Educational

Engaging learning activities allow children to develop a deeper understanding of cybersafety issues.

Entertaining

With its relatable characters, vibrant illustrations and quirky stories, “The Surfing Penguin” is a story the whole family will enjoy!

Suitable for many subjects:

The perfect addition to your classroom library

There are many ways “The Surfing Penguin” can be used in the classroom. Many teachers use a single copy to read to their classes, while others use it as part of their guided reading rotations. Space is provided after each story for students to write answers to the reflection questions. The augmented reality experiences add a unique element – including games! – which can be used as a reward, early finisher activity or simply for fun! The book is designed to help teachers address parts of the Protective Behaviours curriculum, as well as Literacy, Health, Digital Technologies and ICT Capability.

 

If you would like to contact John Field regarding illustrations for your own project, you can contact him via email

Supporting Resources

Access free “The Surfing Penguin” resources via the lesson library.

“The Online Game Name Generator” Augmented Reality experience