Showing 31 - 40 out of 1577 results
Conversation leads the way out of the labyrinth of hate
The lesson plan focuses on ways of dealing with hate among young people and the importance of the role of an active bystander. Students aged 10–12, using an animation and peer-to-peer learning, will analyse how adults can support those experiencing hate and why it is important to seek their help. The activities will also help them understand that bystanders can have a real impact on stopping violence.
Educational activity: “Are we using AI correctly?”
With this teaching unit, students will be able to develop critical thinking about the various ways they can use artificial intelligence (AI), as well as its impact on their own lives and those of those around them.
This content is part of the ‘Understanding AI’ awareness campaign regarding young people's use of artificial intelligence, aimed at the youth themselves and those around them (teachers, families, etc.).
Educational activity: “Imposter words”
This is an educational activity designed to foster critical thinking among students regarding information generated by artificial intelligence (AI). Students are encouraged to analyse, cross-reference, and verify AI-generated content, thereby learning to identify potential errors, biases, or unreliable information.
This content is part of the ‘Understanding AI’ awareness campaign regarding young people's use of artificial intelligence, aimed at the youth themselves and those around them (teachers, families, etc.).
Educational resource for classroom use: “Sure! Here’s a suggestion. What would you do?”
The goal is to help students make smart decisions in situations such as the dissemination of intimate images generated by artificial intelligence (AI), deepfakes related to loot boxes (or spending money in exchange for random rewards in video games), as well as the importance of reporting inappropriate content.
Image: "What can I do if a photo of me is shared?"
An image outlining key advice for young people if they see an AI-generated photo of themselves being shared. It is important to remember that creating, possessing, or distributing intimate content featuring a minor is considered a crime in Spain.
This content is part of the ‘Understanding AI’ awareness campaign regarding young people's use of artificial intelligence, aimed at the youth themselves and those around them (teachers, families, etc.).
Image: “If it is on the internet, distrust”
A resource for young people highlighting the importance of not believing everything they see on the internet.
This content is part of the ‘Understanding AI’ awareness campaign regarding young people's use of artificial intelligence, aimed at the youth themselves and those around them (teachers, families, etc.).
Image: Be aware of what you see (AI for young people)
A resource for improving digital skills and learning to use artificial intelligence (AI) safely, critically, and responsibly. It reminds us of the importance of being aware of what we are seeing, because not everything that appears real actually is.
This content is part of the ‘Understanding AI’ awareness campaign regarding young people's use of artificial intelligence, aimed at the youth themselves and those around them (teachers, families, etc.).
Infographic: "Leading by example to stop cyberbullying"
A visual resource aimed primarily at families, setting out guidelines to follow at home in order to set a good example for children and young people and help curb cyberbullying.
Infographics with tips for using AI safely (AI for young people)
Carousel-style infographic with tips for young people on using artificial intelligence (AI) safely. A resource for improving digital skills and learning to use artificial intelligence safely, critically, and responsibly.
This content is part of the ‘Understanding AI’ awareness campaign regarding young people's use of artificial intelligence, aimed at the youth themselves and those around them (teachers, families, etc.).
Involving young people in the development of a digital games toolkit
As part of developing a digital tool to support educational professionals in using Danish-produced digital games in their pedagogical practice, the Centre for Digital Youth Care conducted two user-testing workshops with 30 young people aged 10 to 20. In this article, we describe how these workshops were conducted and present the key findings and outcomes.


