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<< Background >>Cybersecurity has never been more important. Crafting security is crucial, particularly as 96%young people daily use the Internet (Statista 2020). While offering a galaxy of opportunities, the digital environment also has a dark side. Cybersecurity is at the forefront of the European Union’s efforts to build a resilient, green and digital Europe. In this respect, on December 16, 2020, the European Union has launched a new Cybersecurity Strategy, an ambitious document aimed at ensuring secure and reliable digital tools and connectivity throughout Europe, part of the broader EU digital strategy that aims to transform Europe in a global leader for digital economy. However, the discussion on youth is a very marginal point, while we believe that a specific strategy must be put in place, above all to raise awareness on cyber threats, build cyber resilience by youth organisations and orienteering young people in terms of cyber jobs. As reported, 2 million cybersecurity vacancies are needed in the EU and filling the gap is only possible by attracting more youth through youth organisations who are in close contact with them(Hartas,R et al.2021).Raising awareness on young people & youth organisations has also a very important root - Kaspersky Italy (2016) explains how 3 out 4 SMEs cannot find young people with enough cybersecurity skills and, after 4 years, UnionCamere & Anpal (2020) stated that cyber professions are the most wanted in Europe, and more efforts are to be done to engage young people.From the other side, we have involved more than 120 youth workers from Spain, Turkey, Italy, Bulgaria & Estonia in a survey to answer to their current cyber strategies and how they implement them within their youth organisations and it is apparent how almost none of them have any cyber security in place. Plus, according to our review, orientation on digital careers, specifically the ones on cyber security, is basically absent within youth organisations and the expected digital transformation of youth organisation has still a long way to go.So, we have decided to develop a joint project between cybersecurity SMEs and youth organisations to create the foundations for capacity-building youth organisations and at the same time raise awareness on cyber SMEs on the expectations and stereotypes that young people/youth workers have on cyber careers and cybersecurity in general.What is more, if cyberbullying has become more and more known, a wider discussion on scams, protection of personal information, strategy of data protection within youth organisations is still missing at EU level and a nonformal education approach is almost absent.As 2 million cybersecurity vacancies are needed in the EU and filling the gap is only possible by attracting more youth through youth organisations who are in close contact with them(Hartas,R et al.2021) and create a novel strategy that puts together experts and youth.<< Objectives >>As the major attention of different programmes has been on cyberbullying and on cyber hatred, we want to expand the scope of cybersecurity toward cyber-resilience by:1) Capacity-building of youth organisations in deploying effective organisational strategies on cyber security. To do so, we develop Project Result 1(PR1), in which we investigate on cyber security among youth organisations and detect the main tools/resources/strategies to develop a proper pedagogical competence frameworks as a supporting platform to develop innovative activities/competences of youth workers and orienteer them among the new professions around cyber professions.2) Training youth workers and young people through nonformal education techniques & simplified learning material to raise awareness on cyber security making the topic more appealing. To do so, by Project Result 2(PR2), we create an e-learning module for youth and youth workers to enhance their cybersecurity knowledge, resilience and skills via employing computer-based/mediated games by creating content-rich, engaging story that would motive youth through robust gamified learning experiences and new non-formal education activities through an innovative toolbox. 3) Improve digital skills/employability of young people by the direct confrontation between SMEs specialised in digital development/cyber security & youth organisations. In fact, by Project Result 3(PR3), we create a web application for youth empowerment through online gamified non-formal education activity, with the active support of youth workers & SMEs involved (co-develop gamified tool) where users will be able to interact and reflect/learn while playing.<< Implementation >>As activities we will be performing: PR1:-The definition of a participatory group of n.10 youth workers and n.10 young people to assess different cyber habits, like online purchasing, password saving, youth organisation internal rules on cyber security, data protection habits, etc- A Full map of existing cyber security tools & nonformal activities- Mapping activity on the cyber security jobs and domains for youth orientation on cyber security- A discussion on the main competencies on cybersecurity competenciesfor youth organisations- The co-development by youth workers and cyber experts through joint work of a strategy for cyber security & gamification pedagogy in cyber security within youth organisationsPR2The development of an e-learningmodule for youth and youth workers (as including nonformal education techniques& simplified learning materials) through:- The joint development between cybersecurity experts & youth workers & IT developers- Organisation of C1, PT1 to design & test nonformal education activities & design/test learning material- The organisation of online competitions on PT1/PT2 to review and engage in an attractive way young people toward the topics of cybersecurity PR3The gamification of the cybersecurity through the online tool of CYBERYOUTH is organised through the organisation of C1/PT1/PT2 & active co-design of youth workers, cybersecurity experts & digital developers. C1: short-term joint staff training to train youth workers in cybersecurity methodologies, design nonformal activities on the different areas of cybersecurity & capacity-build on the basic terminology/concepts ofcybersecurityPT1:online training of youth (to implementation/testing of cybergames in support of PR2) PT2:online training of youth (to implementation/testing of newly created cybersecurity web app in support of PR3) 3 Transnational project meetings (TPM) will help us to plan, monitor, execute, assess and evaluate the project activities from start to end.<< Results >>PR1 is both a guidance and a framework to introduce quality standards in cyber-security within youth organisations & capacity-build youth workers in deploying effective organisational strategies on cyber security and activities for and with young people. PR1 is constituted by:-The definition of a participatory group of n.10 youth workers and n.10 young people to assess different cyber habits, like online purchasing, passwordsaving, youth organisation internal rules on cyber security, data protection habits, etc- A Full map of existing cyber security tools & nonformal activities- Introduction to the cyber security jobs and domains for youth orientation on cyber security- A framework of competencies in cyber security for young people - A strategy for cyber security & gamification pedagogy in cyber security within youth organisations PR2 is an e-learning module for youth and youth workers (as including nonformaleducation techniques & simplified learning materials) to enhance their cybersecurity knowledge, resilience and skills via employing computer-based/mediated games by creating content-rich, engaging story that would motive youth through robust gamified learning experiences and new non-formal education activities through an innovative toolbox. It is the sum of a nonformal activity toolbox and of training content to introduce young people/youth workers to the topic of cyber security. PR3 is a web application for youth empowerment through online gamified non-formal education activity, with the active support of youth workers & SMEs involved (co-develop gamified tool). This will support the users to interact and reflect/learn while playing, to improve digital skills/employability of young people by the direct confrontation between SMEs specialised in digital development/cyber security & youth organisations. To plan, validate, co-design & test each project result, we expect to organise 3 trasnational meetings & 3 training activities (1 offline & 2 online). Among intangible outcomes of the project:· Improved collaborationbetween SMEs & youth organisations through cyber security capacity buildingof youth workers/organisations by cyber security experts· Improved knowledge on cyber security related jobs by young people & youth workers· More precise knowledge and awareness of cyber-security rules to be followed
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