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#BetterOnline toolkits for educators | the most important influencers
Educators play a crucial role in teaching children and adolescents how to navigate the online world safely and responsibly. To support teachers, social workers, and other professionals working with young people, a set of three comprehensive toolkits has been developed, each tailored to different age groups and educational levels. These resources provide practical tools, insights, and workshop materials to facilitate discussions on digital safety, privacy, and online risks.
Bingo - body parts
The Body Parts bingo game reinforces children’s knowledge of the body and its functions, and through this, the game promotes children’s awareness of the dignity and limits of their own body.
The Body Parts bingo game allows children to learn about the different parts of the body and their different names, as well as the different functions of the body parts.
With bingo:
CyberSafety Youth voice
The CyberSafety Youth Panel of Cyprus created a video to promote the safe and creative use of the internet among young people. Members of the panel wrote the script, performed in, and directed the video. This resource can be used by teachers and social workers in various ways.
For example, it can help initiate discussions on cyberbullying, body image, internet overuse, and digital well-being. It can also encourage young people to engage with their community by creating their own cyber safety-related content.
Digital Citizenship | Educators' and students' handbook
The handbook is aimed at middle school educators and focuses on developing students' digital citizenship. Through student-centred activities, it promotes responsible and safe internet use. The main sections of the handbook focus on the following topics:
Discussion roleplaying game "AI in education"
It is an interactive role-playing game that simulates real-life scenarios in relation to the using of artificial intelligence in the educational environment.
The main objective is to engage educators in meaningful discussions about the complex and emerging issues arising from the use of artificial intelligence in the educational environment. The game helps participants explore the effects of artificial intelligence from different points of view and fosters a deeper understanding of ethical considerations and practical consequences.
Educational safer internet activities for pre-school children
A study conducted in Lithuania shows that children as young as 2 years old use screens for more than 1 hour a day on average, and 7-year-olds for more than 2 hours a day. Long screen time has a negative impact on other activities that are important for children's development, related to the child's emotional problems and behavioural difficulties, perceived sleep quality.
Get me out of AI
Sors-moi de l’IA (Get Me Out of AI) is an engaging, educational escape game designed for educators, families and youth (ages 8+) to explore artificial intelligence (AI) in a fun and interactive way. Developed by Internet Sans Crainte for Safer Internet Day 2025, the game raises awareness of AI’s impact, ethics, and responsible use through critical thinking and problem-solving challenges.
Internet Traffic School
Internet traffic School (Netumferðarskólinn) is a part of the government's action plan for cybersecurity and was initially funded by the Ministry of Higher Education, Industry and Innovation. Around 9,000 children aged 6-13 years, 2,000 parents and 800 teachers in 80 different schools all around the country have participated in the Internet Traffic School for the past 1.5 years.
Richie Roo and the internet
In cooperation with a major Internet Service Provider in Latvia, a set of materials was developed with the slogan "When you use the internet, remember about safety!". It helps 4-7-year-old children, guided by their educators and parents, to learn about safe and responsible use of the internet.
Toxic: the board game
Playing video games is the number one leisure activity for children and youth growing up today. The gaming arena can give them many positive experiences and have an impact on their future in various ways. The gaming arena is social and has changed a lot in the last decade. At the same time, the arena has been unsupervised and ignored by the adult world. As a result, there is a very bad culture for toxic behaviour online. Some claim it is just good fun and humour, but things have gone too far and this needs to be addressed.