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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.
"Call Glenn"
When Glenn was 15, a nude photo of him was circulated online. Shortly afterwards, he took his own life. But if you call Glenn today, you're signing a petition for better protection for young people online. Call 0493 79 58 30 now, every call counts.
Children and young people’s influencers
The report Childrens and Young People’s Influencers – A Focus Group Study presents the second and final part of a research project conducted by the Swedish agency for the Media within the framework of Safer Internet Centre Sweden. It is based on focus groups with children and young people, providing insights into their perspectives and experiences with influencers and influencer culture.
Children, young people, and influencers
Research presents multiple definitions of influencers, with no single, unified description. This report identifies six definitions used in research and investigations. Children and young people follow influencers based on their popularity and content, and they may also act as influencers themselves or be influenced in various ways, including by parents who act as influencers.
Gaming disorder
Gaming is a globally widespread and growing activity, with significant variations between countries. In nations with younger populations, gaming is highly common, while in Sweden, the prevalence is lower. As in many other countries, gaming is most frequent among younger people.