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Dialogue

A free, evidence-based educational card game that teaches children aged 6–12 how to prepare for and respond to natural hazards through play.

The resource is intended for classrooms, families, and community/youth groups and is supported by printable game cards, educator support sheets, and short “how to play” videos. The game and support materials were developed using evidence and co-design input from resilience professionals, emergency responders, and education experts, and were play-tested with end users.

Contribution

An immersive safety education “experience village” that trains children and seniors to recognise risks and take safer decisions in real-life situations.

Contribution

The Tokyo Resilience Project is a city-wide preparedness programme that equips residents with practical tools and learning experiences to improve everyday disaster readiness.

In practice, the project operates as a multi-hazard resilience “umbrella”: it strengthens physical protection (e.g., regulating reservoirs and river measures; coastal protection and sea-level-rise readiness; upgrading buildings and lifelines) while also trying to make preparedness “everyday” through accessible products and outreach. Examples of public-facing outputs include:

Contribution

Aardbevingenwijzer is a long-term educational initiative offering free educational resources and guest lessons to primary schools in Groningen, focusing on earthquake preparedness, emotional coping, and scientific understanding related to earthquakes caused by local gas extraction. It is developed in the Dutch province of Groningen.

Case

The "SMURD Mobile Training Center / Caravan – Be prepared" project is a truck-based mobile classroom providing hands-on first aid and emergency preparedness training to various locations in Romania.
It includes lectures and demonstrations using equipment and simulators, led by IGSU/SMURD staff.
The goal is to increase citizens' ability to respond appropriately when "every second counts," reducing the risks associated with events such as fires, floods, or earthquakes.

Case

A role-playing game that simulates a cyber-attack on a community's critical infrastructure. Participants must collaborate to prioritize resources, communicate with the public, and maintain essential services under stress.

Contribution

“Terremoti d’Italia” (Earthquakes of Italy) is a touring exhibition promoted by the Italian Department of Civil Protection, designed to raise public awareness and understanding of seismic risk in Italy. The project combines scientific knowledge, historical memory, technological innovation, and experiential learning to strengthen a culture of prevention. Through an accessible, interactive, and multidisciplinary approach, the exhibition engages citizens of all ages, particularly young people, encouraging them to take an active role in disaster risk reduction.

Case

The Fire Kills campaign (UK) aims to reduce deaths and injuries from home fires by promoting prevention, early detection, and escape plans. The focus is on increasing the number and proper placement of smoke detectors (including interconnected ones) and improving safe behaviors at home. It offers practical advice on common risks and what to do in the event of a fire. It focuses on vulnerable groups (elderly, disabled, and hearing-impaired) and provides information on possible local home fire safety visits.

Case

RisKIT is an educational game designed for primary schools that combines learning and fun to raise awareness among children about environmental risks and prevention measures. It includes practical exercises such as creating a risk calendar and an emergency kit, while also integrating knowledge of children’s rights in crisis situations. The goal is to develop collaboration and responsibility skills from an early age.

Solution

The kit consists of four thematic sections:

Solution