In May 2012 there was set out a European Strategy for a Better Internet for Children to give children the digital skills and tools they need to fully and safely benefit from being online. It also aims to unlock the potential of the market for interactive, creative and educational online content. The strategy proposes a series of actions grouped around the following main goals:
  • Stimulate the production of creative and educational online content for children as well as promoting positive online experiences for young children;
  • Scaling up awareness and empowerment including teaching of digital literacy and online safety in all EU schools;
  • Create a safe environment for children through age-appropriate privacy settings, wider use of parental controls and age rating and content classification;
  • Combat child sexual abuse material online and child sexual exploitation.

The strategy brings together the European Commission and Member States with mobile phone operators, handset manufacturers and providers of social networking services to deliver concrete solutions for a better internet for children.

The main objective of this project is to create a serious game that will teach students Internet Safety Skills and personalise on them using Artifical Intelligence methods. Serious Games are becoming increasingly popular as educators begin to unlock their capabilities. At the same time learners are more used to games in their every day life and technology grows to be ever present around us. Using the expertise of the different partners the consortium intends to create a cutting-edge game that will measurably increase the ability of students to stay safe in the internet. The target group is defined as students roughly between 12 and 18 years old. A second target group consists of teachers who will be given concepts and materials for implementing the game as a training tool in the classroom.

The consortium intends to create this learning approach in order to help weaker learners who might not be doing well in a formal school setting. The game is seen as a tool that can be used in support of class work in order to activate students in a non-traditional manner and help them acquire essential skills that they are not learning in the usual school programs. The consortium can also benefit from different experiences in the different countries when optimizing the game concept. This is especially relevant when creating a game that can equally appeal to girls and boys and when specifically targeting disadvantaged learners with learning difficulties because their situations can be vastly different in different societies