Safe-on-Line
▶Summary
The main goal of the project was to educate young people about the dangers resulting from careless use of the Internet and social media. We wanted to convey what problems an average user may encounter, what preventive measures should be taken, and in the worst case, how to solve them. We wanted to reach as many people as possible with the message and activities we have prepared on this topic. Additionally, our goal was to prepare educational materials on digital security so that educators, trainers and teachers receive helpful tools to work with young people. Another goal was to develop international partnerships and exchange experiences on informal educational methods in teaching young people. We also wanted to influence the local community - through workshops and events, we disseminated knowledge about digital security, and in educational institutions, experts were encouraged to develop this knowledge among young people, using informal educational methods. To sum up, through the implementation of the project, we wanted to support the education of young people, develop international partnerships and influence the local community in the region.
▶Objectives
The results we wanted to achieve with the project: increasing the awareness of young people and youth workers about cyber security, increasing the skills of counteracting fraud on the Internet, increasing awareness of creating strong passwords, increasing awareness of the consequences of data theft or hacking into a social media account, raising awareness of basic mistakes made when using electronic devices with Internet access, increased awareness of online purchases paid with a fine or an online transfer - threats and possible tragic consequences, aising awareness and acquiring the skills to check the credibility of websites. The results that apply to our employees and that we wanted to achieve were: gaining knowledge of learning styles and methods of working with young people, methods of leading and implementing projects, financial management and organizing events, gaining knowledge of cyber security, optimal time management, prioritizing and organizing individual and team work, as well as responsibility for assigned tasks, methods of conflict resolution, development of analytical and task-oriented thinking.
▶Activities
As part of the project, partner organizations have prepared educational materials and tools for working with youth related to cybersecurity: a workshop program consisting of 4 interactive scenarios, a city game program with tasks, 2 virtual escape rooms, a set of 4 comics presenting issues and situations related to cybersecurity from the perspective of vision of the "villain". Based on the prepared materials, workshops and game testing were conducted in each partner country. Over 140 people took part in the workshops, young people, as well as educators, took part in city games over 90 people, and 30 people took part in testing virtual escape rooms. Based on the evaluation results, individual materials and tools were modified and improved. All materials are available on the project website in 4 language versions https://www.besafeonline.eu/educational-materials/ Three international meetings were also organized, attended by representatives of all partner organizations. Management activities were also undertaken to monitor the project's situation in terms of spending financial resources, timely implementation of activities, cooperation between partners and project promotion.
▶Impact
Educational materials and tools that were prepared as part of the project: 1) The workshop program includes 4 interactive scenarios. Each scenario contains a detailed description necessary to conduct the workshop, a set of exercises and materials to be used during the workshop, and sample evaluation questionnaires. 2) The city game program includes tasks for participants with a set of answers for the trainer, a description of the rules, game rules, cards for groups and sample evaluation questionnaires. 3) 2 Virtual escape rooms are a tool that allows you to test your knowledge about safe surfing on the Internet, using social media, problems that an average user may encounter and their solutions, as well as ways to prevent such problems. The task of escape room participants is to find new clues to escape from a locked room with various questions and tasks to complete. 4) A set of comics presenting issues and situations related to cybersecurity. Each comic ends with advice on how to prevent or deal with the situation. Comics present various situations in a clear, attractive form for young people.