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"<< Background >>Over the last few years we have witnessed continuous digitization processes in various contexts (education, work, sociality, communication, consumption, participation and citizenship, etc.) which have contributed to the improvement of some practices making them more dynamic and innovative, but developing in parallel also new social challenges linked to the careless- not accurate use of new digital technologies and the cyber space within which they exists.From debates that have arisen in institutional and educational settings but also through discussions between third sector experts, it clearly emerges that children, teenagers and adults are equally exposed, albeit with different results, to the same risks; it is also evident that more and more people are victims of addiction, abuse or distorted use of digital tools and resources.In this context, the project ""Safety Awareness in Digital Era"" aims to contribute to increasing the digital skills of young people and youth workers in a specific thematic area (security, well-being and digital privacy) which, although of considerable importance for a conscious and appropriate use of digital tools, it is often addressed in an incomplete way or with an inaccessible language.Aware that in raising awareness on these issues, a fundamental role must be taken by the direct involvement of young people, through the project we intend to trigger dynamics of active participation that see young people as messengers and promoters towards their peers of the addressed issues in a logic of peer education and enhancement of civic commitment for collective well-being.<< Objectives >>The project ""Safety Awareness in Digital Era"" has the following objectives:- Increase the participants' digital skills in relation to security, well-being, privacy, enhance critical thinking towards the cyber environment and its potential risks, build skills for online self-defense of oneself and others;- Increase the sense of initiative and creativity of young people by involving them in the creation of escape rooms aimed at their peers on the issues of security, digital well-being, and privacy;- Actively contribute to the construction of social well-being and secure digital communities;- Emphasize the appropriate use of online and offline multimedia technologies among participants;- Develop new digital skills in youth workers to become a model for their target audience and build together more engaging and participatory initiatives on the issues of digital security, privacy, and well-being;- Increase the knowledge of youth workers on online / offline digital safety and wellbeing practices.<< Implementation >>The project will involve 5 non-profit organisations in 5 countries (Italy, Spain, Latvia, Poland and Hungary) over a period of 24 months.During the project, 4 transnational meetings will be held (including a kick-off meeting and a final evaluation meeting), two conference calls to evaluate the ongoing progress of the project, two training activities (a seminar for 10 youth workers; a blended-mobility aimed at 25 young people aged between 18 and 30), an online dissemination event (120 participants - youth workers, educators, teachers, professionals in the media and communication sector) and 5 dissemination events (which will involve at least 225 young people). Furthermore, during the project, information and awareness-raising initiatives will be carried out at local level on the issues of online security, well-being and privacy.<< Results >>The project foresees the realization of two tangible results:- Training modules for the creation of media literacy courses on the issues of security, well-being and digital privacy- Escape room on the themes of online security and privacy and digital well-being.In addition, intangible results are expected, such as:- greater awareness and greater digital skills on issues of digital security, well-being and privacy- greater methodological skills of youth workers in the building of digital and non-participatory educational paths based on gamification methodologies, with particular regard to the Escape Room method- greater skills of young people in terms of media literacy, use of language, risks and opportunities of digital tools- greater sense of initiative, creativity and greater civic activism and participation in online and offline community life"
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