CONTEXT In May 2012 there was set out a European Strategy for a Better Internet for Children to give children the digital skills and tools they need to fully and safely benefit from being online. It also aims to unlock the potential of the market for interactive, creative and educational online content. The strategy proposes a series of actions grouped around the following main goals: -Stimulate the production of creative and educational online content for children as well as promoting positive online experiences for young children; -Scaling up awareness and empowerment including teaching of digital literacy and online safety in all EU schools; -Create a safe environment for children through age-appropriate privacy settings, wider use of parental controls and age rating and content classification; -Combat child sexual abuse material online and child sexual exploitation. The strategy brings together the European Commission and Member States with mobile phone operators, handset manufacturers and providers of social networking services to deliver concrete solutions for a better internet for children. PROJECT OBJECTIVES The goal of the project ISafetyApp is to spread the learning of Internet Safety Skills. Specifically the project has three aims: a) A State of the Art on Serious Gaming & Internet Safety b) The Design, Implementation and Evaluation of a Mobile Serious Game in Internet Safety (ISafetyApp) based on Artificial Intelligence c) Teacher Training Courses & Materials development on using the ISafetyApp mobile game (e.g. handbooks & insturctive videos) TRAINING TEACHERS We will train teachers & students through an LTT event in Athens with teachers from 3 project countries (PL,CY & GR) and students from 2 project countries (Poland & Greece) into teaching Internet Safety skills with the ISafetyApp mobile serious game. Trained teachers from each country will serve as multipliers and will train teachers in their own countries through training sessions all partners will organize. SERIOUS GAME EVALUATION Once the software development is finished we will run a large scale trial in which we will involve at least 200 students and observe their learning success with our mobile game. We will then finilize our mobile game and share it on an EU-wide scale. Scientific publications will be published to renowned international scientific journals & conferences with the results of the evaluation. The OPEN SOURCE ACCESS to all project outputs will be guaranteed for at least 5 years after project end. A TRANSFERABILITY of the results is guaranteed since all information gathered and developed can be transferred to primary and secondary schools as well as to Universities. PARTNER ORGANISATIONS This initiative gathers 4 partners from Poland, Cyprus and Greece. IX Liceum Ogolnoksztalcace im. Kazimierza Jagiellonczyka w Toruniu (Poland): A experienced School from Poland open to Innovation. WYZSZA SZKOLA EKONOMII I INNOWACJI W LUBLINIE (Poland): A non-state higher education institution offering full university degree programmes in a range of academic disciplines with over 6 000 students. T.R.I Technologos Research and Innovation Services LTD(Cyprus): A research and development center with global expertise in project design and implementation, capacity building, and e-learning being independently affiliated with universities and institutions from around the world. INNOVATION FRONTIERS (Greece): An educational technology & research company expert in the design, implementation and evaluation of educational software.
The project assumed the achievement of the following goals: 1. Teaching safe use of the Internet, increasing students' awareness of the risks associated with the Internet and teaching them the ability to use it safely, strengthening students' competence in the field of privacy protection, identifying online threats, recognizing cyberbullying and taking appropriate precautions when using the Internet. 2. Help in teaching mathematics, especially for students with difficulties in learning this subject, but also for those interested in the subject, developing tools and materials that will help students develop mathematical skills through engaging lesson plans, exercises and additional teaching materials. 3. Creating an educational mobile application that will enable students to learn interactively and engagingly. The application was to be available on mobile devices, which would allow students to use it anywhere and anytime. 4. Development of methodological materials that will support teachers in conducting classes related to online safety and learning mathematics. These materials were intended to help teachers create interesting lessons.
The project was aimed at teaching safe use of the Internet and helping in teaching mathematics, especially for students with learning problems by creating an educational mobile application and developing a set of methodological materials. It responds to a number of needs: 1. Online safety: In the digital age children and young people face numerous online risks, such as cyberbullying, abuse of personal data and addiction to technology. 2. Difficulty learning maths: Mathematics is often perceived as a difficult subject and failure in maths can have a negative impact on students' motivation and confidence. 3. Innovative methods that make the teaching process more attractive. 4. Individualization of teaching thanks to a mobile application and a set of methodological materials. 5. Increasing the effectiveness of teaching: supporting teachers in increasing the effectiveness of the teaching process by providing them with comprehensive educational tools and methodological materials.