Through an interactive conversation on the fictional social network DigiStories, students can learn about the signs and consequences of problematic behaviours related to the excessive use of digital technologies in the form of playing an online game. The game is suitable for collective learning in the classroom and allows students to understand the issues through their own experience; it is recommended for pupils aged 11 to 15.
Credits: Digistories: Alex
In this resource, students play the character of teenage boy Alex, who likes to spend time with his friend Lea. During an online conversation on the social network DigiStories, he noticed Lea was gradually losing control of her screen time. She stays up late and starts to neglect her responsibilities and her loved ones. All this takes a toll on her mental well-being. How is Alex going to handle all this? That is up to the game players.
The game is not intended as a stand-alone learning material, so it is necessary to continue the lesson with reflection and subsequent discussion. All recommended activities are available in the lesson on the video-on-demand (VOD) platform JSNS.cz. The game and follow-up materials are open to the public, but only in Czech language.
One World in Schools also organises training for teachers, whereby teachers can learn more about how to use the game in educational settings and gain further information on topics such as digital well-being and digital addiction.
DigiStories: Alex was developed by the One World in Schools Education Programme team in collaboration with the award-winning game studio Charles Games. Discover more about the resource on the JSNS.cz website.
Find out more about the work of the Czech Safer Internet Centre, including its awareness raising, helpline, hotline and youth participation services – or find similar information for Safer Internet Centres throughout Europe.
Through an interactive conversation on the fictional social network DigiStories, students can learn about the signs and consequences of problematic behaviours related to the excessive use of digital technologies in the form of playing an online game. The game is suitable for collective learning in the classroom and allows students to understand the issues through their own experience; it is recommended for pupils aged 11 to 15.
Credits: Digistories: Alex
In this resource, students play the character of teenage boy Alex, who likes to spend time with his friend Lea. During an online conversation on the social network DigiStories, he noticed Lea was gradually losing control of her screen time. She stays up late and starts to neglect her responsibilities and her loved ones. All this takes a toll on her mental well-being. How is Alex going to handle all this? That is up to the game players.
The game is not intended as a stand-alone learning material, so it is necessary to continue the lesson with reflection and subsequent discussion. All recommended activities are available in the lesson on the video-on-demand (VOD) platform JSNS.cz. The game and follow-up materials are open to the public, but only in Czech language.
One World in Schools also organises training for teachers, whereby teachers can learn more about how to use the game in educational settings and gain further information on topics such as digital well-being and digital addiction.
DigiStories: Alex was developed by the One World in Schools Education Programme team in collaboration with the award-winning game studio Charles Games. Discover more about the resource on the JSNS.cz website.
Find out more about the work of the Czech Safer Internet Centre, including its awareness raising, helpline, hotline and youth participation services – or find similar information for Safer Internet Centres throughout Europe.
- Related content
- Safer Internet Centre (SIC) excessive use of technology gaming well-being
- < Previous article
- Next article >