Cookie settings
Digital resilience, not a lecture

Learning what manipulation is by seeing through it yourself — not by being told about it

Asperity builds interactive escape rooms that let students experience how phishing, grooming, blackmail and online manipulation really work — in a safe environment, with explanation delivered right at the moment it matters.

View the price & terms first

6
escape rooms
0
installation required
Upper primary
ages 8-12
🤔 What's wrong with this profile?
Example from Digital Detectives — see the demo →
WHY THIS MATTERS

Children grow up online — digital resilience doesn't grow up with them automatically

Rarely a structural part of the curriculum

Digital literacy is now part of the official curriculum goals, but schools often lack ready-made material that fits within a single lesson and truly resonates against online manipulation, phishing and grooming.

An experience sticks, a lecture doesn't

Students don't remember "be careful online." Unmasking a fake profile themselves, spotting a manipulation trick in a chat, or making the wrong choice and immediately seeing why — that's what sticks.

No preparation needed

Your own teacher can run the lesson independently — including a live dashboard, a whiteboard debrief and a letter for parents. No external trainer needed, unless you'd prefer one.

Partner of
Participant in
Safe for your school: No student accounts Data within NL/EU Minimal data collection Encrypted passwords GDPR-compliant Privacy policy →
HOW IT WORKS

Your own teacher can teach it — an external trainer is optional

You don't need to schedule an external trainer: your own teacher can run the lesson just as well independently, without prior knowledge or extensive preparation. Would you rather have someone from Asperity come and guide the lesson? That's possible too — a guest lesson is always available on request, price on enquiry.

Can be taught independently by your own teacher
Optional: guest lesson by Asperity — price on request
No prior knowledge or extensive preparation needed
FOR TEACHERS

Not just a game — a complete lesson

See what a lesson looks like for a teacher (Dutch example) →
Live teacher dashboard while playing
Classroom debrief, ready for the whiteboard
Factsheet with all the signals for students
Teacher guide with concrete discussion points
Print-ready letter for parents
No account needed for students — just a session code or QR
Ages 10-12
  • Digital Detectives

    Ages 10-12 70–90 min

    Play digital detective and crack a cybercrime case. Students investigate digital traces, crack codes, and learn how to protect their online identity. A great introduction to digital literacy.

  • Hack the School

    Ages 10-13 45-60 min

    This time, students aren't the victims — they're Junior Security Analysts hired to investigate a security incident at school. Someone gained access to the student tracking system overnight. How? And who did it?

  • SCHADUWPROFIEL

    10-12 jaar 45-60 min

    Je bent digitaal onderzoeker en krijgt een opdracht: zoek alles uit over een klasgenootje. Gaandeweg vul je een levend dossier — tot het kwartje valt: wie zo te werk gaat, is eigenlijk een hacker. Op het hoogtepunt volgt de omkering: de laatste kluis toont niet het geheim van je doelwit, maar jouw eigen profiel.

Ages 8-10
  • DIGIVERSE

    🧪 BETA Ages 8-10 55-65 min

    Why does one click sometimes feel so hard to resist? In DIGIVERSE, students travel with Pixel through familiar online worlds — a building game, a video platform, a class group chat, a scroll feed and more — to discover how KLIK, a digital creature that grows from thoughtless clicking, is secretly influencing them. Five missions about passwords, fake deals, private info, peer pressure and fake news, with an exciting joint finale where the class shrinks KLIK back down.

  • GAME OVER?

    🧪 BETA Ages 8-10 40-50 min

    A gaming session with friends can turn sour in seconds: a strange friend request, a mean comment in the group chat, an account that turns out to be fake. In GAME OVER?, teams of 2-4 students replay ten everyday situations from Roblox, Fortnite or Minecraft — and decide for themselves what to do. From joking-versus-bullying to spotting fake accounts and free-Robux scams: while playing, they learn to set boundaries, chat safely and ask for help in time.

    Demo already playable — the full game is in BETA

    Play the demo
  • LIKE IT OR NOT?

    🧪 BETA Ages 8-10 35-45 min

    Everything you see online — is it actually true? In LIKE IT OR NOT?, teams of 2-4 students complete ten assignments that reveal how videos, creators and algorithms really work: from clickbait thumbnails to deepfakes and fake news.

    Demo already playable — the full game is in BETA

    Play the demo

+ new escape rooms released later this school year, included automatically.

PRICE & TERMS

One licence. Everything included. No strings attached.

€495 / school year

incl. VAT

Per school: all classes and students, all escape rooms — including new games released later this school year.

  • ✓ Unlimited number of classes and students, including satellite locations
  • ✓ Valid for the entire school year
  • ✓ One-time payment — no subscription, no automatic renewal
  • ✓ New escape rooms are added for free

A school group or board with multiple schools? Ask about our group offer.
Would you rather have someone from Asperity come and guide the lesson? That's always possible — price on request.

Questions before you get started?

Fill in the form and we'll respond within 1 business day — or create an account right away, no need to contact us first.