P. Psomos
On 11 May 2022, the European Union adopted the Better Internet for Kids (BIK+) strategy, designed to guarantee that children are protected, respected, and empowered in the digital era, in accordance with the European Digital Principles. In response to these priorities, the Erasmus+ School Education project “ISafetyApp: Teaching Students Internet Safety Through an Artificial Intelligence Mobile Application” (2020-1-PL01-KA226-SCH-096462) focused on promoting safe online practices, particularly for learners with special educational needs. The outcome was the creation of ISafetyApp, an educational mobile application for distance learning, which has been designed, developed, evaluated, and made accessible on all major app stores.
This paper discusses the design, development, and assessment of the Serious Game embedded within ISafetyApp. By applying Game-Based Learning (GBL) principles, the project sought to provide an alternative to conventional instruction, enabling teachers to deliver internet safety education in a more engaging way across different subjects and contexts. Pilot testing in schools in Greece and Poland demonstrated clear advantages: students who interacted with the game achieved significantly greater knowledge gains in Internet Safety compared to those taught through traditional approaches. These findings highlight the effectiveness of GBL in equipping school children with essential digital safety skills.
Keywords: Distance Education, Internet Safety, Serious Games, Educational Technology.