The kit consists of four thematic sections:
Medium
Risk Runner is an interactive video game designed for children aged 9 to 12, which transforms learning about safety into a dynamic and fun experience. Through realistic scenarios – such as floods, forest fires, earthquakes, and environmental crisis – players face challenges and mini-quizzes that teach them how to behave correctly in an emergency. The game combines racing and gamification elements with educational content, promoting awareness, prevention and resilience.
This guide provides practical strategies for engaging children as active participants in disaster risk reduction. It frames children not merely as vulnerable groups but as agents capable of contributing ideas, identifying risks, and supporting community preparedness. Through participatory methods, case studies, and hands-on activities, the guide demonstrates how children can be meaningfully involved in planning, prevention, and resilience-building at the community level.
This manual presents the results of the work carried out within the CUIDAR project (Horizon 2020), focused on promoting a disaster resilience culture that actively includes children and adolescents. The manual documents activities conducted in Italy, Spain, Portugal, Greece, and the United Kingdom, showing how young people are not only vulnerable subjects but can also become key actors in disaster prevention, preparedness, and response.
In emergency situations, the rights of children and adolescents risk being violated, ignored, or underestimated due to the need to intervene quickly on aspects related to primary needs. Based on experience gained internationally and in national emergency contexts, Save the Children Italia offers practical recommendations to ensure safety, educational continuity, psychological support, and child participation, emphasizing respect for children’s rights and strengthening community resilience.
This manual represents a practical and concrete support to all operators working in emergency settings in carrying out educational activities with children and adolescents in emergency situations.
Due to its sudden nature, an emergency disrupts and significantly alters the daily life and linearity of educational interventions. It is therefore crucial to restore routine and the psycho-physical well-being of the children involved.
The Ritorno Com’E.Ro. project was launched by Save the Children Italia in response to the devastating floods that struck Emilia-Romagna in May 2023. Its primary aim was to restore educational continuity for children and adolescents affected by the disaster, while fostering resilience and awareness of risk prevention within the school community. The initiative ran from November 2023 to May 2024 and involved 54 classes across five schools, reaching more than 1,100 students.
Feel Safe VR Experience is an immersive educational project by Save the Children Italia that uses virtual reality to teach children and adolescents how to respond safely to emergencies. Through interactive simulations of earthquakes, floods, and wildfires, participants develop practical safety skills, resilience, and awareness. The project emphasizes participation, inclusivity, and engagement to foster responsible young citizens.
The project consists of three structured workshops: Explore (building awareness of risk and resilience through storytelling and games), Experience (role-playing emergency scenarios to practice safe behaviors), and Participate (hands-on engagement via VR or the dynamic team game “Corri il Rischio”). The initiative equips children with practical skills for emergency preparedness and fosters collaboration, decision-making, and climate crisis awareness, positioning Feel Safe as a pioneering model for integrating technology and education in resilience-building.
“Who’s most at risk?” is a tested and freely available educational toolkit consisting of teacher’s notes, pupil activity sheets, character profiles, key-word lists, chance cards and hazard scenario cards. It supports a 15–20 minute role-play in which pupils adopt the identities of people living in different parts of the world and physically move forwards or backwards according to statements about age, income, education, housing, disability, location and access to information or savings.
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