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Children and Internet Safety: An Evaluation of the Missing Program

Executive Summary


Executive Summary

Internet victimization of children and youth is a growing concern among parents, educators, and law enforcement officials. Predators may use the Internet to build up a trusting relationship with a child who is willing to share personal details of his or her life. The focus of one approach to reducing Internet victimization of youth is prevention through education, such as the Missing program. Teaching young people not to reveal key pieces of personal information about themselves when they are online is very important in encouraging them to become safe users of the Internet.

The Missing program includes an interactive computer game designed to encourage youth to develop their own guidelines for safe use of the Internet. The purpose of the present research project is to evaluate whether the Missing program is successful in encouraging youth in Grades 6 and 7 to: (1) develop their own safe guidelines for using the Internet, (2) decrease the
frequency of their risky online behaviours and (3) assume more cautious attitudes toward safety on the Internet. The evaluation of the Missing program was accomplished through: (1) surveys of children who played the Missing game (treatment group) and those who did not play the game (comparison group), (2) surveys of the classroom teachers involved in playing the Missing game, and (3) information from a principal member of the Missing project staff. The survey assessment of the effectiveness of the Missing game was performed within a pre-test/post-test design, with both a treatment and a comparison group.

Pre-test Levels of Risky Online Behaviours and Safety-Related Attitudes

The examination of the pre-test responses for risky online behaviours and attitudes related to Internet safety indicated that, in this sample of Grade 6 and 7 students, these behaviours and attitudes were at low levels before the Missing game was played. Very few pre-test differences between the treatment and the comparison group were noted, with the exception of three safety-related attitudes items. This is important because it suggests that the treatment group and comparison group were quite similar at the pre-test in terms of our variables of interest, that is (1) risky online behaviours and (2) safety-related attitudes. In general, the treatment group did not start out with safer behaviours and attitudes than did the comparison group. There was some evidence that females were thinking and behaving in a somewhat safer
fashion than were males at the time of the pre-test.

Main Analyses

One of the principal findings of the present study is that the treatment group wrote more safe guidelines for their Internet use at the post-test than did the comparison group. This indicates that students are able to write more safe guidelines after playing Missing than are students who have not played the computer game. The results, however, for the specific items assessing frequency of risky online behaviours and attitudes concerning Internet safety measured in the present study did not allow us to conclude that playing the game had an effect in these areas for the sample of students in Grades 6 and 7 that we assessed. These results should be considered within the context of measurement issues involved in the pre-post design (e.g., repeated testing) and other methodological considerations (e.g., diffusion of treatment) that make it difficult to draw strong conclusions concerning risky online behaviours and safety-related attitudes. In addition, it must be remembered that levels of risky online behaviours and unsafe attitudes were very low in this sample of Grade 6 and 7 students. We recommend that the Missing program be evaluated with students in both Grade 7 and 8. At this age, the game is still
age appropriate and by Grade 7 and 8, students may be more active on the Internet than are younger children and thus better able to respond to questions concerning their attitudes related to Internet safety.

Effectiveness of the "Missing" Program

It is very encouraging that differences were noted for the Internet Safety Plans, which may be considered to be the behaviour which is most directly tied to the goals of the Missing program. The significant results favouring the treatment group for the Internet Safety Guidelines provides preliminary evidence that playing Missing contributes to safer online behaviour because
it encourages children to develop safe rules for their Internet use.
The Missing program has been demonstrated to be very effective in stimulating children's enjoyment and interest in learning about Internet safety. The ability of children who have played the game to formulate more safe guidelines for their online behaviour than do children who have not played the game indicates that the Missing computer game can be used effectively as part of an Internet safety awareness program.

To view the full report, click here.

 

   

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