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CyberAdventure – Promoting online safety through gaming

2019-1-UK01-KA201-0613812019Strategic Partnerships for school educationfinalizedGood practice
Countries: UK|PT|LT|ES · Grant: €248,046
ICT - new technologies - digital competencesCivic engagement / responsible citizenshipNew innovative curricula/educational methods/development of training courses

Project summary

One out of three internet users is a child. They go online at an ever-younger age and they tend to spend an increasingly amount of time on the Internet(European Framework for Safer Mobile Use by Younger Teenagers and Children, 2018). It is believed that in Europe today, children start using the internet on average when they are 7 years old (Eurobarometer 2018). They spend more time on the internet and social media, play more online games and use mobile apps, frequently without supervision by adults (The Safer Social Networking Principles for the EU, 2017). While the internet offers many opportunities for learning, communication, creativity and entertainment, it also opens up certain risks to vulnerable users such as children(A European Strategy to deliver a Better Internet for our Children, 2019). This is where Online Safety Education can make a difference, by empowering and protecting children against Internet risks. The Online Safety Education has been a priority for the EC for the past decades. In 1999, the EC established the Safer Internet Programme, followed by other programmes, namely the current European Strategy for a Better Internet for Children COM(2012). According to this strategy, Online Safety Education should begin early on, when children start having regular contact with the Internet. The response to the need of addressing Online Safety early on in school and equip teachers with the resources to do it, is to provide teachers with an easy-to-use learning tool that can help overcoming their lack of competences regarding online safety topics and engage children in the learning process. Thus, the CyberAdventure project’s aim is to create a learning computer game for the Online Safety Education of children (7 – 12 years old) – the CyberAdventure Game. Additionally, project CyberAdventure will deliver a: • Toolkit, with guidelines for the use of the learning game to assist teachers and other educators • Pilot Training, involving training of teachers/trainers and testing with students to empower teachers in the field of Online Safety Education and in the use of the proposed methodology. • Website and a Facebook about the project and generically about Online Safety Education • Project presentations for target groups to disseminate the project • Project Video to promote the Game • Contest/Challenge aiming to engage children and educators in the project and to raise awareness towards the Online Safety Education topic • Sustainability Strategy that will present the guidelines for the future exploitation of results and to ensure the future impact of the project This initiative is led by Aston University and includes companies, a charity and schools from 4 countries: • Aston University (UK) • Satro (UK) • Advancis (Portugal) • Boon (Portugal) • UAB Karalienes Mortos mokykla (Lithuania) • CEIP San Fernando School (Spain)

Objectives

At the outset the project aimed to create an educational tool to support teachers with the online safety education of children (7-12 years old) namely, to raise children’s awareness regarding Internet risks and to promote responsible behaviour online. The impact expected from the project included: • Teachers/trainers and Parents having access to an innovative and user-friendly tool for Online Safety Education that can be used in various settings • Teachers/trainers benefiting from training to equip them in the fields of Online Safety Education and in the use of the proposed methodology • Children having access to a tool, at the same time user friendly and entertaining, that enables learning about the risks of the Internet and the proper behaviour and cautions to have when going online, as well as to develop transversal competences (literacy, ICT, storytelling, etc.) • Organisations active in Online Safety Education having a new tool and knowledge to equip children with competences they need to protect themselves and act responsibly in the Internet • Promoting Digital citizenship and enabling children to grow into informed and digitally literate adults, capable of contributing to the values of a democratic Europe.

Background

Online, children can be exposed to harmful content and behaviour such as cyberbullying, sexual harassment, pornography, violence, or self-harm. Thus, efficient responses are needed to prevent negative consequences for their cognitive, social and emotional development. Surveys reveal that 37% of teachers have already witnessed an online safety incident in their classrooms (sharing personal information or cyberbullying, for example). Evidence says that in most cases teachers miss the cyber awareness competences and the resources to do it, limiting their power and their will to act. This is what the Global Teachers Survey (2017) also highlights, as 82% of teachers said they didn't feel they had the necessary resources to teach online safety to their students. As a result of preliminary research, we identified a number of Erasmus projects related to online safety, but usually for older age brackets (teens/youngsters) and most focusing only in specific issues, like cyberbullying. Thus, there are lack of initiatives to help teachers at primary school level.

Project partners (6)