”Me and the Others” Videogame
”Me and the Others” videogame is a graphic and interactive narrative, meaning that the narrative can take different paths according to the decisions of the players at the end of each segment of the story. The new graphic novel created around non-substance addictions and problematic use of the internet, gives the teacher the possibility of, using the participants' smartphones, to develop individual and group dynamics.
#LogoutToAbuse Awareness Campaign
As we know, online safety is also personal, physical and emotional safety, so PT SIC decided to create content for an awareness campaign to alert about some of the forms of dating violence trough social networks. The target audience is teenagers of both genders, since the issue of control as a form of violence is transversal to both gender and sexual orientation. In this sense were created "gender neutral" messages distributed by 5 different posters that are available online for download and printing.
Cyberbullying
Cyberbullying can be seen as a form or extension of bullying, perpetrated via digital media, and is also an aggressive, intentional, and persistent behaviour. It can happen anywhere, at any time, and all the time. While in bullying the aggressor is known, in cyberbullying the aggressor is often anonymous, there is a physical distance, the aggression comes through mobile phones, social networks and messages, which contributes to the complexity of the phenomenon and to the aggravation of the emotional consequences for the victims.
Hate Speech
Hate speech is based on hatred and includes "all forms of expression which propagate, incite, promote or justify racial hatred, xenophobia, homophobia, anti-Semitism and other forms of hatred based on intolerance" (Council of Europe). Hate speech constitutes a violation of Human Rights. Hate speech can have an online and an offline dimension, and in both cases, it can have serious consequences for the lives of people who are victims of this type of action.
Online Learning Platforms
While the platforms that enable audio and video communication are nothing new, they have taken on another dimension in 2020 with the pandemic situation experienced around the world. They were the schools' tool to continue teaching and the communication tool per excellence between teachers and students, teachers and parents. Digital learning platforms can be a complement to traditional education, as it allows a better time management, shorter and less digressive classes, and the possibility of a different interaction.
Cybercrime
Cybercrime includes various practices such as the theft of personal data, the installation of viruses and malware, the creation of fake profiles on the Internet (for example on social networks or to commit fraud), online fraud or cyberbullying. One of the main difficulties in combating cybercrime is its cross-border nature. In many situations, it is very difficult to identify the origin of the crime and its perpetrators.
Internet Privacy and Social Media
Since adolescence is a period of validation and personality formation where sharing and belonging to a group are so important, using technological devices and social networking is something natural for teenagers. Through the Internet, communication can be easier, there is greater acceptance in the group, and it is possible to create a larger network of contacts. We often see social media as a virtual extension of teens' lives, and it is difficult for them to understand concepts like privacy or sharing personal information.
Gaming and Online Addiction
Online games can have many benefits, but it is important to recognise that they come with some risks and that children and young people need to be aware of these risks in order to protect themselves. Playing games gives children and young people a sense of escape from the real world, and in some games they feel part of a community, which reinforces the social nature of online games.
Board Game - Let's Discover the Digital World
The Directorate-General for Education, through the SeguraNet Awareness Centre, produced a board game "Let's Discover the Digital World" aimed at Primary Education that promotes Digital Citizenship.
The game "Let's Discover the Digital World" includes 30 challenge proposals and 156 questions that aim to stimulate students' critical thinking, with the support of the SeguraNet mascots: Pisca and Luzinha.
ZigZaga na Net
The book ZigZaga na Net, inspired by the stories of the 1st season of the podcast ZigZaga na Net, was developed in partnership between CIS (CNCS) and SeguraNet (DGE) - Awareness Centres of the Portuguese Safer Internet Centre - and ZigZag Radio.


