Showing 1 - 10 out of 28 results
”Check the Game”
“Check the Game” (Swe: Kolla spelet.se) is a guide to games that are popular among children and youth. The website describes how the games function and if there are risks within the games that adults need to be aware of. The guide is aimed for parents and other adults that work with children and gaming.
Influencer Marketing Guidelines
This publication sets out recommendations for online creators and digital influencers, focusing on consumer protection and judicial security. The objective is to make laws and rules related to marketing and digital content creation known to workers in the field.
(Source: Guidelines).
Entities responsible for implementation: Communication Center / Centre de la Communication.
How artificial intelligence thinks
Artificial Intelligence (AI) has become an increasing part of our everyday lives in recent years. It generates text, images and videos, writes books, drives autonomous vehicles, diagnoses diseases or runs our homes. But how does AI actually think? Does it understand the information that we present to it and that it generates for us through so-called text models such as GPT or Gemini? A new video from the What the Fact? series answers this question.
Learning material on copyright - "The Little Copyright Question"
Each film is followed by a discussion and reflection segment, where students can reflect on the content and discuss it with their classmates. Through discussions, students have the opportunity to share their thoughts and opinions, and develop a deeper understanding of copyright. The guide also includes a practical exercise where students apply their new knowledge in a specific context.
The Croatian Safer Internet Centre opens the first counselling centre in Zagreb
Quiz for young people on porn myths
In porn, young people are confronted with many images and sex practices without them being categorized. Porn is also often one-sided and clichéd when it comes to body ideals. Adults are fully aware that porn is mostly staged films with cast actors. For young people, however, the images can create enormous pressure and give them the feeling of being "wrong".
The klicksafe quiz on porn myths helps young people aged 14 and older to get to the bottom of unrealistic pornographic content. Nine questions are used to playfully debunk porn myths and explain them in an understandable way.
Transmission of the 17th International Conference on Keeping Children and Young People Safe Online.
The International Conference 'Keeping Children and Young People Safe Online' is the largest regular event in Poland concerning children's online safety. It is targeted at representatives of educational institutions, non-governmental organizations, public administration, the judiciary, and the internet sector.
The conference organizers are the Polish Safer Internet Centre (PCPSI), which is formed by the NASK National Research Institute and the Empowering Children Foundation.
The transmission is available in Polish, English, and Ukrainian.
Speeches given:
Webinar series for young people covering topics related to online safety and well-being.
During the webinars, representatives of this panel participated alongside adult experts. Each session was hosted by Kasia Rodek from Radio Kampus, which sponsored these events.
1. Talking about Relationships - aired on 22.11.2022:
Addressing the impact of online relationships on school relationships among students and between students and teachers. It also discusses the issues related to the use of screen devices in school, covering the benefits and problems arising from different approaches (lack of regulations, clearly defined rules of use, total prohibition).
Influencer
This fact sheet gives an insight on the role of influencers and their strategies for making money. You will have a clear idea of their positive and negative influence on your actions and it will help you better manage their impact on your well-being.
The Challenge
The animation focuses on social media and various themes that are relevant to young people today: social relationships and acceptance, identity building, and issues related to self-esteem and self-respect. The topic of this animation also allows viewers to reflect on social media as a tool for forming one’s own means of expression and participation. The target audience of this animation is children in grades 7–9.