The role of schools in preventing violent extremism: from policing to pedagogy
Research article on the role of schools in the prevention of radicalisation and violent extremism in a global scale.
Duckworth, C. L. (2024). The role of schools in preventing violent extremism: from policing to pedagogy. Journal of Peace Education, 21(3), 382–401. https://doi.org/10.1080/17400201.2024.2314307
YOUTH WORK AGAINST VIOLENT RADICALISATION Theory, concepts and primary prevention in practice
Toolkit for Youth Workers
García López, M.A. and Pašić, L. (2018) Youth work against violent radicalisation theory ... Available at: https://pjp-eu.coe.int/documents/42128013/47261953/YW-against-radicalisation-web.pdf
Inequality and Radicalisation: Systematic Review of Quantitative Studies
A systemic analysis between the relationship of inequality & radicalisation
Franc, R., & Pavlović, T. (2021). Inequality and Radicalisation: Systematic Review of Quantitative Studies. Terrorism and Political Violence, 35(4), 785–810. https://doi.org/10.1080/09546553.2021.1974845
Evaluating an online-game intervention to prevent violent extremism
Article on how an online-game can help in shifting perspectives of radicalisation
Lippe, F., Walter, R. and Hofinger, V. (no date) ‘Evaluating an online-game intervention to prevent violent extremism’, Journal for Deradicalisation [Preprint]. Available at: https://jd.journals.publicknowledgeproject.org/jd/index.php/jd/article/view/641/365
Development of online platform to host the digital cards and online support database.
RADICAL GAME cards
The digital cards will be developed for the digital environment including multimedia content and interactive resources
Online support
Online support network development including a list of support services such as psychologists, social workers, online counsellors and counter-radicalisation narratives
Social Media
online social media challenges will be developed for the digital environment including multimedia content and interactive resources
Transforming the Radical Game into an interactive online experience
WP3- Digitalization of Radical Game through platform, digital cards and online social media challenges