Siguran klik
Education
Turkey
6810229025 Β· io.legitgaming.safeclick
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Description
Every child with a phone gets the same messages: a stranger who wants to be friends, an offer of a prize that does not exist, someone being cruel. SafeClick teaches all of them β children from eight, teenagers, and young people with Down syndrome or another intellectual disability β to recognise those messages and know what to do.
When something goes wrong, the usual answer is to take the phone away. SafeClick teaches the skill instead.
It is a game about recognising unsafe messages. One arrives on a phone that looks exactly like the phone the child already uses. Sol the owl, the guide in the game, asks a single question β "Is this safe?" β and the child answers with one tap. There is no timer, no score, and no way to lose.
HOW A ROUND WORKS
A message appears, exactly as it would on a real phone: an unknown sender, a prize that does not exist, a stranger asking for a photo.
Sol the owl asks one short question, out loud and in writing.
Two buttons appear. One tap is all it takes to answer.
Sol says what he noticed β an unknown sender, a strange link β and the rule behind it. Then the next situation begins.
WHAT IT PRACTISES
Strangers who ask too much. Requests for photos, addresses and passwords. Being asked to keep a secret.
Fake prizes and scams. "You have won a new phone." "Confirm your password here."
Mean messages. Insults, pile-ons, and contact that keeps coming back.
SIX RULES, OVER AND OVER
Stop. Don't share. Don't click. Block. Report. Ask for help.
Every situation ends on one of these six, in the same six words β so what a player hears in the game is what they can use in real life, and what a parent can repeat away from the screen.
A MISTAKE ONLY MEANS: LET US LOOK AGAIN
There is no losing in SafeClick. A wrong tap is answered by Sol's calm face, a soft highlight around the clue that was missed, and one short sentence. If it happens again, Sol simply shows the right button and lets the player practise the action β blocking, reporting β step by step.
WHY IT SUITS EVERY CHILD
SafeClick was built first for the player who may not read fluently, who needs longer to decide, and who finds small buttons hard to hit.
Nothing in the game has to be read. Every instruction is spoken aloud.
Nothing is timed and nothing is scored, so a child who needs longer to think is never punished for it.
The buttons are large enough for small or unsteady hands.
The visual language is deliberately calm and age-neutral β nothing in it talks down to a young adult.
WHO THE GAME IS FOR
The game is made for children from eight, with a grown-up nearby at first. Older children and teenagers can play on their own. Its colours and mechanics are adapted in particular for young people with Down syndrome or another intellectual disability. It is useful for parents, carers, teachers and special educators who want to add to their daily educational programme.
Three levels, forty-two situations and fifteen short picture quizzes, all spoken aloud.
NO CONDITIONS ATTACHED
The game is completely free and works without an internet connection after installation. No account, no login, no advertising, no personal data and no location tracking.
MADE WITH THE PEOPLE IT IS FOR
The game was developed by the informal group Digital Inclusion Initiative BiH, with the support of the Digital Spark programme, implemented by the Metamorphosis Foundation and TechSoup in partnership with CIVICUS.
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Versions
| Version | Country | Observed | Notes |
|---|---|---|---|
| 1.0 | Turkey | 30 Sept 2026 | β |