With the increased use of mobile technologies and permanent online access more children have become involved in cyberbullying as victims, perpetrators and/or bystanders. Research at national level shows that cyberbullying tends to be perceived as an alarming and growing phenomenon (Report from European Parliament: Cyberbullying among young people, 2016). The ACBC project will tackle this issue and prevent young people from potential social exclusion. The project will introduce young people to the phenomenon of cyberbullying and raise awareness about the related impact and consequences. The project does this by developing a Serious Game that youth workers and teachers can use in youth initiatives, education and training to encourage young people to understand cyberbullying, recognise its impact and think about the effects and consequences of their own and others online presence, resulting in the development of (social) media literacy and critical thinking skills, which are essential in the digital age. Cyberbullying is a media literacy issue that is rapidly evolving and needs action in the area. This project enables youth workers to address online awareness with young people in a modern, engaging and involving manner, through Serious Gaming.
TARGET GROUPS
YOUTH (13-18 YEARS)
The main target group of ACBC is young people with an age between 13-18 years. European wide the 13-18 age category stands out as the most exposed to cyberbullying. This target group can be reached through schools (students), but also via youth organisations, sports clubs, youth programmes and initiatives, etc.
YOUTH ORGANISATIONS & SCHOOLS
It is through them the project outputs will be delivered to the final beneficiaries. With support of the ACBC User Guide, youth workers, social workers, teachers and other people that work with youth on a daily basis will get an in depth understanding of cyberbullying and will be able to implement the ACBC Serious Game with the target group, young people.
COMMUNITY
The set up and development of Regional Partnerships involves a broader community to enhance the discussion on online behaviour and to raise awareness on cyberbullying. These Partnerships will involve organisations from a broader view to ensure an integrated approach and wide impact.
OBJECTIVE – ONLINE CONSCIOUSNESS
The objective is to actively involve youth in a modern way to truly engage them on the topic of online behaviour in order to prevent cyberbullying. This will be done by offering youth organisations, schools and other youth initiatives and programmes the knowledge, tools and network to set up a network and programme on Online Media Awareness.
GOALS:
-To actively involve youth in a modern way to truly engage them on the topic of online behavior in order to prevent cyberbullying
-Develop the serious game to be used by youngsters, parents and others to understand how to deal with cyberbulling”