Yesterday I was reading Sorgenfri gatemagasinet and, looking at the picture of Mia Landsem, I thought – we should do something to help her, and not least to help the people Mia is helping. Mia is a super Tappetina!
Today I get a telephone call. The project sikkerhetsløypa is approved.
Project title: SikkerhetsLøypa
Main applicant/project leader: Letizia Jaccheri, IDI Department of Computer Science, NTNU
Deepti Mishra, IDI Department of Computer Science, NTNU
Siv Hilde Houmb, CTO, Secure-NOK AS & Associate Professor Adjunct, Norwegian Information Security laboratory NTNU
Aida Omerovic , Research scientist, ICT department , SINTEF
Children and young people spend numerous hours on the Internet daily. While online, they meet a great number of opportunities as well as risks. Our objective is to develop and offer playful solutions for empowering children and young people with creative and critical digital skills, in an engaging and motivating way. The project is highly inter-disciplinary and spans across the fields of information security, user experience and educational science. SikkerhetsLøypa will build on the success of Kodeløypa (https://www.ntnu.no/skolelab/realfagloypene one of the scientific offers for children at NTNU) and focus on how to teach a new generation of online users to avoid risks in the internet, at the same time as learning how to explore the online opportunities.
The project will last for four years. Our ambition is to create profitable new products and services by gamifying education on online opportunities and risks. This is expected to strengthen the publishing and e-learning industry in Norway in their capability to develop and offer products and services which are competitive nationally and internationally.
The project will create playful solutions for empowering children and young people with creative and critical digital skills, in an engaging and motivating way, by innovating gaming technologies in cooperation with the publishing, gaming and e-learning industry. Our objective is to create profitable new products and services by gamifying education on online opportunities and risks.
In the project we argue that crucial digital competence is the capability of making the right balance between online opportunity and online risk. The real challenge for digital children today is to employ this right balance in various online contexts. The overall novelty is gamification of digital empowerment of children and young people, and more specifically: serious gaming approach to user-centered and adaptive training in cyber security risks and online opportunities. The key challenge is to innovate these new products and services in a way that makes them attractive, fun and educative, so the kids actually want to use them.
Project Kretek is also approved. An happy day for a professor.