06 SES 09, Children, Internet Safety and Media Education
This paper will present a participatory design model developed in the research and development Erasmus Plus project CYGEN (Cyper Safe Generation: Digital education by design). The aim of CyGen is to develop a digital educational package, which can be used by teachers and academics in schools and other settings to support children’s online involvement and the presence of their voice and perspectives in design processes for educational and community-based digital projects.
The project has intended to bring together young people, teachers, parents and academics to develop a digital education package to promote children's safe online participation in diverse European countries. Our design process is based on participatory design and investigate how children, teachers and parents can be involved in developing, implementation and evaluation a collaborative educational package aimed at enhancing the digital citizenship and wellbeing of children in Europe.
The paper intend to inspire others with interest in user-involved design processes with the development of learning materials mediated by digital technologies, and will present a design kit and methodology on how to co-create an educational package together with children on the topic of safe internet behavior and good practice in online and social media.
Methodology: Design based research. Observation studies, The developing of the participatory design model in the project is based on the Design Based Research tradition. The model has proven effective in the project progress, user involvement and knowledge generation. In the project there is developed a design model and a design kit that have been continuously tested and evaluated with teachers, students, children and researchers so we now have a strong model for participatory design with children for local enhancing the digital citizenship and wellbeing of children.
The outcome of the project is a design kit and methodology on how to involve children in the development of teaching materials based on local and cultural perspectives and challenges in terms of internet security and behavior. The participatory Design kit includes question techniques, tools and materials for engaging people in telling and enacting.
Amiel, T., & Reeves, T. C. (2008). Design-Based Research and Educational Technology: Rethinking Technology and the research Agenda, Educational Technology & Society, 11 (4), 29–40. Binder, T., Ehn, P., Jacucci, G., & Linde, P. (2011). Design Things. Cambridge: The MIT Press. Brandt, E, Binder, T & Sanders, EB-N (2012). Tools and techniques: ways to engage telling, making and enacting. In J Simonsen & T Robertson (red), Routledge International Handbook of Participatory Design. Routledge, New York, s. 145-181. Routledge Cross, N. (2011). Design thinking: Understanding how designers think and work. Oxford: Berg Publichers. Livingstone, S. and Haddon, L. (red.) (2009). Kids online. Opportunities and risks for children. The Policy Press. Sanders, E. B.-N., & Stappers, P. J. (2008). Co-creation and the new landscapes of design. CoDesign, 4(1), 5–18. Published online: 24 Jun 2008. Sanders, E.B.-N. (2006) Design research in 2006. Design research quarterly, 1 (1), 1–8. Sandoval, W.A., & Bell, P. (2004) Design based Research methods for studying learning in Context: Introduction. Educational Psychologists, 39(4), p.199-210. Wenger, E. (1998). Communities of Practice. Learning, Meaning, and Identity. Cambridge University Press.
The programme is updated regularly (each day in the morning)
- Search for keywords and phrases in "Text Search"
- Restrict in which part of the abstracts to search in "Where to search"
- Search for authors and in the respective field.
- For planning your conference attendance you may want to use the conference app, which will be issued some weeks before the conference
- If you are a session chair, best look up your chairing duties in the conference system (Conftool) or the app.