The project aims to address online gender-based violence against people with intellectual disabilities. Its central output is an accessible serious game built around three social stories and real-life experiences, using artificial intelligence to provide an interactive and personalised learning journey. Through plain language, positive messages and realistic scenarios, participants will learn how to identify online harassment, respond safely and seek appropriate support. The project also includes a needs assessment, the co-creation of content with people with intellectual disabilities, an educational guide for parents, caregivers and professionals, and targeted awareness-raising and dissemination activities.
Target Groups:
The project addresses people with intellectual disabilities, who are particularly vulnerable to online gender-based violence due to limitations in cognitive, social, communication and practical skills. Rather than being treated solely as end users, they actively participate in the needs assessment, the co-creation of the social stories and the testing of the digital game, ensuring that the educational material reflects their real-life experiences and learning needs. Secondary target groups include special education professionals who will be trained in the use of technology and artificial intelligence, special education specialists who will receive relevant information and educational materials, and parents and caregivers who will strengthen their knowledge of online risks and appropriate prevention and response strategies.

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