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The problem
Intervention: Online educational application 'Cyber Heroes' with interactive lessons, challenges, simulations, social features, and gamification
Who it was tested with: Children (target audience identified but not specified by age).
Experience from people who deliver programmes: stories, case studies and lessons learned. Valuable for understanding how and why, and for spotting what to test next, but not a measure of effect.
"The research investigates the most effective approach to educating children by employing a survey. The acquired results are then assessed using the AHP method." The study gathered information on educational approaches but presents only a conceptual design proposal without evidence of implementation or effectiveness evaluation.
This is a design proposal paper with no actual testing or evaluation with children. The survey methodology and sample size are not described. No outcome data on learning, behaviour change, or protection effects are provided.
Across countries and designs
1 study · 0 countries