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DIGIVERSE

Why does one click sometimes feel so urgent?

An escape room about smart online behaviour, for ages 8-10
Students travel with Pixel through five recognisable online worlds, from a building game to a scroll feed. In every world KLIK grows, a digital creature that feeds on thoughtless clicks. In the finale, teams see how big KLIK has grown, and what they learned in each world.
5
worlds + finale
55–65
minutes
ages 8-10
grades 3-4
Pixel Plaza in DIGIVERSE: Pixel asks for help, with five worlds to choose from
Pixel Plaza: this is where teams choose which world to help first. (Dutch version)
FIVE WORLDS, FIVE LESSONS

Every world resembles a platform children know, and has its own pitfall:

⛏️
Minecraft Valley
Personal data
"DiamantDave" tries, step by step, to get personal information. Students practise choosing consciously what to share.
🏙️
Roblox City
Passwords
A player wants to "swap" passwords and an account promises free Robux. It feels like a favour, but both are traps.
📺
YouTube World
Clickbait
A countdown and an exaggerated title want you to click without thinking. Students discover how that works.
💬
Chat Square
Peer pressure
In the class group chat, pressure builds to share something. How do you stand firm when everyone seems to think it's normal?
📱
TikTok Feed
Fake news
An unknown account posts an exciting video. Students check the profile, the source and other views before believing it.
🔒
Server Core
The finale
With all five fragments, the team comes face to face with KLIK. How big has it grown? For each world they look back on what they did.
WHY THIS WORKS

Not separate quizzes, but one story in which choices have consequences.

Consequences become visible
Every thoughtless choice feeds KLIK, and you can see it. What you did in the first world is still noticeable at the end.
Five real situations
Each world has its own warning sign, so children practise five distinct skills instead of one general lesson.
Ending with a look back
In the finale, teams see what they did in each world, with the five lessons listed once more. A great starting point for the class debrief.
WHAT YOU GET WITH IT

Not just a game, a complete lesson

Live teacher dashboard
Follow every team during the game: which world they are in and how big KLIK has grown.
No accounts needed
Students join with a session code. Straight in the browser, also on Chromebooks.
Letter for parents
With questions for the kitchen table, so the conversation continues at home.
DIGIVERSE IN YOUR CLASS

Included in the school licence

One licence per school, with all escape rooms. Prefer to get acquainted first? That's possible too.

🔗 Also take a look at
👩‍🏫
The lesson from the teacher's view
Session code, live dashboard, whiteboard debrief and parent letter (Dutch example)
📡
Digital Detectives
An interactive digital resilience lesson for ages 10-12
🎮
GAME OVER?
Safe gaming together: strangers, bullying in the squad and free-Robux scams
🔐
Hack the School
Ethical hacking as an interactive escape room
📺
LIKE IT OR NOT?
How videos, creators and algorithms really work
🗂️
SCHADUWPROFIEL
An OSINT investigation that turns into a lesson about your own digital footprint
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