Each team has a deck of 14 cards. From these, the children draw cards, looking at what concept is on them, so that the mentor does not know what they have drawn. The aim is for the children to collectively tell their mentor what they have drawn and the mentor has to guess the concept. These could be words, concepts, platform names, word associations, anything related to safe internet use.
Children draw from separate decks, whether to draw, point or talk. If the mentor cannot guess in the given way, they can do something else instead, in which case they only get 1 point. As many points as they get, they can move on the board.
- Pointing: 3 points
- Drawing: 2 points
- Speaking: 1 point
The game is over if you can escape cyber attacks on the board.
About this resource
Each team has a deck of 14 cards. From these, the children draw cards, looking at what concept is on them, so that the mentor does not know what they have drawn. The aim is for the children to collectively tell their mentor what they have drawn and the mentor has to guess the concept. These could be words, concepts, platform names, word associations, anything related to safe internet use.
Children draw from separate decks, whether to draw, point or talk. If the mentor cannot guess in the given way, they can do something else instead, in which case they only get 1 point. As many points as they get, they can move on the board.
- Pointing: 3 points
- Drawing: 2 points
- Speaking: 1 point
The game is over if you can escape cyber attacks on the board.
About this resource
- Related content
- cyberbullying cybersecurity digital footprints online challenges