Digital Citizenship Interventions
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Formats

Form of the interventions

The most common form was online resources (26%), such as information on a website, tips or educational videos. Campaigns targeting understanding or awareness were also common (19%). Offline trainings (15%) and online trainings (11%) differ from these because they are pedagogical programmes that train concrete knowledge, skills or behaviours via consecutive modules.

Notably, 17 interventions were serious games (11%), such as a cybersecurity game in which employees of a fictional SME respond to a ransomware attack via interactive videos.

  • Primary type
  • Secondary type

Life domains and digital contexts

Most interventions address general everyday digital use (26% of all mentions), followed by security (15%), critical thinking (12%), social media or social relationships (11%) and education (10%). Surprisingly, work (7%), health (5%) and news media (2%) are poorly represented.

Everyday use means, for example, emailing, creating a social media account, changing a password or learning to use online video calling.

  • Life domains (max. 3 per intervention)
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