SimSafety –Flight simulator for Internet safety: Difference between revisions
From Future Worlds Center Wiki
Jump to navigationJump to search
No edit summary |
No edit summary |
||
(15 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
[[ | {{Project_Contract | ||
|image= | |||
|project_title=SimSafety –Flight simulator for Internet safety | |||
|acronym=SimSafety | |||
|donor= | |||
|lead_partner=[[Hellenic Open University]] | |||
|call= | |||
|link_call= | |||
|agreement_number=143689-2008-LLP-GR-KA3-KA3MP2008 | |||
|partners=[[Cyprus Neuroscience and Technology Institute]] | |||
|cost=€647,615.00 | |||
|grant=€485,711.00 | |||
|cost_fwc= | |||
|grant_fwc= | |||
|start_day=01 | |||
|start_month=01 | |||
|start_year=2009 | |||
|end_day=31 | |||
|end_month=12 | |||
|end_year=2010 | |||
|description= | |||
|main_page= | |||
|website=http://www.simsafety.eu | |||
|about=[[SimSafety]] | |||
|title_header=Simsafety –Flight simulator for Internet safety | |||
|content_header=The scope of this project is to address pupils, their parents and their teachers, inform them about the issue at stake, train them to enable their active involvement in the gaming approach and engage them in challenging game playing. It is the scope of the evaluation of the project to investigate the “impact” on players from their involvement to the project, the level of Internet safety awareness achieved in relation to the different scenarios and settings for playing the game, the rate of success in overcoming the digital gap between parents and children / teachers and pupils, Internet literacy achieved by teachers and parents as well as the effect on the parent-child relationship. | |||
|overall_objectives=To develop skills, concepts and knowledge that will facilitate the targeted groups to develop a new mentality, that of using the Internet safely. To achieve this aim, it is the consortium’s belief that targeted groups should be involved in the actual application of all the information they receive through various sources (e.g. awareness nodes), in ways that will not be perceived as another school “lesson” or simply as “theoretical information”. Game playing is a well known method for its learning benefits. It is the scope of this project to confront the issue of developing a “culture” in using the Internet Safely through a Role-Playing Game (RPG) approach. | |||
|specific_objectives= | |||
*addressing target groups which have not attracted the focus of exhaustive research so far | |||
| | |||
*creating a gaming environment which will expose its users to potential risks but “safely” - the conceptual game model is innovative as compared to existing games in this area which are either “quiz-like” or do not entail interaction between game players and/or do not facilitate learning through experience | *creating a gaming environment which will expose its users to potential risks but “safely” - the conceptual game model is innovative as compared to existing games in this area which are either “quiz-like” or do not entail interaction between game players and/or do not facilitate learning through experience | ||
*customising the platform to create game scenarios, addressing dynamic online user groups and exposing them to contextualised game settings, actions and events. The foreseen gaming experience will reveal risk but at the same time will not harm the sensitive, inner world of young children | *customising the platform to create game scenarios, addressing dynamic online user groups and exposing them to contextualised game settings, actions and events. The foreseen gaming experience will reveal risk but at the same time will not harm the sensitive, inner world of young children | ||
Line 33: | Line 39: | ||
*supporting and facilitating the communication between targeted groups from different countries and enabling their co-participation in some of the games | *supporting and facilitating the communication between targeted groups from different countries and enabling their co-participation in some of the games | ||
*setting specific research questions at the cutting edge of research in this area, as a main objective of the project final validation/evaluation report. | *setting specific research questions at the cutting edge of research in this area, as a main objective of the project final validation/evaluation report. | ||
|title_footer=Expected Results | |||
|content_footer= | |||
}} | }} | ||
[[Category:Funded Projects]] | |||
[[Category:NML Projects]] |
Latest revision as of 04:25, 27 May 2015
Simsafety –Flight simulator for Internet safety
The scope of this project is to address pupils, their parents and their teachers, inform them about the issue at stake, train them to enable their active involvement in the gaming approach and engage them in challenging game playing. It is the scope of the evaluation of the project to investigate the “impact” on players from their involvement to the project, the level of Internet safety awareness achieved in relation to the different scenarios and settings for playing the game, the rate of success in overcoming the digital gap between parents and children / teachers and pupils, Internet literacy achieved by teachers and parents as well as the effect on the parent-child relationship. |
|
Overall objective(s)
To develop skills, concepts and knowledge that will facilitate the targeted groups to develop a new mentality, that of using the Internet safely. To achieve this aim, it is the consortium’s belief that targeted groups should be involved in the actual application of all the information they receive through various sources (e.g. awareness nodes), in ways that will not be perceived as another school “lesson” or simply as “theoretical information”. Game playing is a well known method for its learning benefits. It is the scope of this project to confront the issue of developing a “culture” in using the Internet Safely through a Role-Playing Game (RPG) approach.
|
Specific objective(s)
|