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Vox Pop video on social media use 2

This is a video vox pop questionnaire featuring Maltese students answering the question: How and why do you use social media?

This video, created for Maltese students, is presented in Maltese with English subtitles, ensuring it reaches a broad audience. Using a peer-to-peer format, the video captures authentic and relatable perspectives, allowing students to hear directly from their peers about their social media habits and motivations. This approach makes the content engaging while encouraging self-reflection and critical thinking.

Vox Pop video on social media usage

This is a video vox pop questionnaire featuring Maltese students answering the question: How many social media platforms do you use daily?

Created specifically for Maltese students, the video is in Maltese with English subtitles, ensuring accessibility for a wider audience. Using a peer-to-peer format, it captures authentic, relatable perspectives from students, making the content engaging and thought-provoking. This format encourages viewers to connect with the experiences of their peers and reflect on their own social media habits.

“In between community and vulnerability”

In this report the connection between self-assessed mental health and media use among girls (aged 13-18 years) with neuropsychiatric disabilities is described and analysed. The report is based on data from the series Kids and Media that is Sweden’s largest survey on children and media use carried out every second year. Some of the results are that girls with neuropsychiatric disabilities aged 13–18 use social media and digital devices for a longer time per day on average compared to other young people of the same age.

Dice game (11-13-year-olds)

The Dice game is an engaging and educational resource designed to help pre-teens aged 11–13 navigate the challenges of online interactions while building emotional intelligence (EQ). This stage of life brings greater independence online, making it crucial to nurture skills like empathy, self-awareness, and responsible decision-making to promote positive online behaviours and emotional well-being.

Dice Game (4-7-year-olds)

The Dice game is a playful and educational resource designed to help young children aged 4–7 understand and express their emotions while learning basic principles of online safety. Recognising the importance of nurturing emotional intelligence (EQ) at an early age, the game focuses on fostering empathy, kindness, and self-awareness to help children identify and manage their feelings in everyday situations—including online interactions.

Printed leaflet on cyberbullying

A printed resource on cyberbullying was created for school-aged children to promote awareness and safe online behaviour. Collaborating with youth advisors ensured the content was accurate, engaging, and age appropriate. Their feedback shaped the resource into a relatable and practical guide with clear language and useful tips. Covering essential topics like recognizing harmful behaviours and finding support, the material is accessible to children of various ages. It was published in both Maltese and English to reach a wider audience. 

Digital footprint for teenagers PowerPoint presentation

This presentation is a digital resource created for teachers of older teenagers that provides an interactive and educational approach to understanding digital footprints. It includes information, activities, and examples aimed at helping teens recognize the impact of their online actions on privacy and reputation. The resource emphasises making responsible decisions while navigating the digital world.  

Digital footprint lesson plan Year 7-11

The Digital footprint lesson plan for Years 7-11 is designed for educators to address online safety and the impact of digital actions with students. This resource is tailored for a classroom setting and focuses on teaching the importance of managing one’s digital presence thoughtfully. 

Primary schools Year 3-6

The Digital footprint lesson plan for primary school teachers is specifically tailored to guide discussions on the importance of digital responsibility with children aged 8–10. This resource is designed to help students grasp how their online actions can influence their privacy, reputation, and overall safety. The lesson plan incorporates engaging materials, including storytelling and discussion prompts, to foster critical thinking about sharing information online. 

Digital footprint lesson plan kindergarten - Year 2

This is an educational resource created for kindergarten and early primary school teachers to introduce the concept of online safety and digital responsibility to children aged 4–7. It uses a short, engaging story alongside age-appropriate discussion prompts to help young students understand how their online actions can affect their reputation, privacy, and safety.