"Educational workshop and serious game make young people more data-savvy"

SIDN Fund supports initiative to empower internet users and promote media-consciousness

Group of teenage students working together on an IT project

Whether they know it or not, everyone who uses the internet leaves a data trail. However, many people, including a lot of younger people, don't realise the implications of those trails for themselves or the wider community. The Netherlands Institute for Sound and Vision and interactive media developer Studio Kloek have created an educational workshop called Baas in Eigen Bubbel ('Be Boss of Your Bubble') and an accompanying serious game. Suzanne van der Wateren, Onsite & Offsite Educational Product Manager at the Institute for Sound and Vision, talks to us about the successful workshop pilot and progress towards a digital version of the serious game. She also explains how awareness of data and online privacy issues helps to empower internet users.

Be Boss of Your Bubble

Portrait of Suzanne van der Wateren, Product Manager Education Onsite & Offsite at the Dutch Institute for Sound and Vision
Suzanne van der Wateren, Onsite & Offsite Educational Product Manager at the Institute for Sound and Vision

“Nowadays, we no longer live with the media, but in the media,” says Suzanne. “The line between real life and the virtual world, including our online identities, is less distinct. But a lot of people, including younger people, don't realise the implications of leaving data trails and interacting with algorithms. As a result, they have no control over what happens to their data or who gets hold of it.” Data trails are created by internet users sharing personal data, visiting websites and accepting cookies. Big corporations and search engines use algorithms to sort, categorise and filter the information from those trails. The conclusions drawn by the algorithms can influence the adverts and content that internet users get to see. “Our Institute therefore wants to promote awareness amongst young people and encourage debate about relevant data and privacy issues,” Suzanne continues. “As part of that, we've developed a workshop and a serious game – that's a game with an educational purpose. Our core activity is managing one of the biggest digital media archives in the world, but we see demonstrating the value of free media as an important ancillary activity. We also campaign for freedom of information and media in society. The educational workshop we've developed is called 'Baas in Eigen Bubbel' ('Be Boss of Your Bubble'), and there's a serious game to go with it. The idea is to tell young people about data trails and the implications of internet use in a fun way. The materials are aimed at youngsters in academic and vocational secondary schools. We tell them how data trails are formed, what the implications for them are, and how many companies and other organisations get hold of the data.”

“The game simulates a realistic scenario, such as travelling across town on your way to the cinema. Students play the game in groups, under the supervision of a museum teacher. The object of the game is to be the first group to complete the journey. Along the way, players have to make all sorts of digital choices, from which we gather data without them realising. At the end of the game, we draw extreme conclusions from the data we've gathered, and then put our conclusions to the players. The conclusions are designed to shock and stimulate debate. Finally, we explain that the internet works in a similar way. When we use the internet, data is generated. Internet companies use algorithms to connect the various pieces of data together and draw conclusions. But users know very little about how their information is being used or who is getting hold of it. In the workshop, we give young people advice on how to be data-savvy on the internet. And, insofar as it's now possible, how to keep control of their data.”

Realisation of the digital game

“During the pilot phase in 2021, we tested the workshop and a paper prototype of the serious game with students from academic and vocational secondary schools. That provided us with a lot of useful information,” explains Suzanne. “For example, it showed us that it would be worthwhile researching and devising multiple scenarios for the game. So we're working on that with our knowledge partner SETUP, the platform for a technology-critical society. The aim is for the workshop and serious game to be both straightforward and instructive, and for the scenarios to be as realistic as possible. Another thing to come out of the pilot was that the conclusions drawn from the players' in-game data trails could be more nuanced. The conclusions don't necessarily need to be shocking; they could also be funny, for example. We can then present a variety of discussion-prompting conclusions at the end of the game.”

“Having fully tested the workshop and analogue version of the serious game, the next step is to develop a digital version of the game. For that, we've teamed up with Studio Kloek – a creative agency specialising in the development of interactive and educational media for children and young adults. Many of their products are apps, websites and installations. We're aiming to make good progress this year and realise the first test version of the game.”

Support from SIDN Fund

SIDN Fund has been supporting the Baas in Eigen Bubbel project since the pilot phase. The Fund has recently approved a further grant to cover digitisation of the serious game. “The national government pays the cost of enabling public access to the Sound and Vision media archive. However, we need other funding sources for any ancillary projects and workshops we might want to develop and provide. Certainly the development and realisation of a game doesn't fall within the scope of government funding. Support from SIDN Fund is therefore very important to us," says Suzanne. “As well as providing financial assistance, the Fund has put us in contact with various people and organisations working in the field of media literacy. The support and valuable input we've received from the Fund and its network contacts are enabling us to improve our initiative and continue its development.”

Portrait of Anne Valkering, project coordinator at SIDN fund
Anne Valkering, project coordinator at SIDN fund

Anna Valkering, Project Coordinator at SIDN Fund: “It's important that young people are given more insight into the data trails they leave online and how their data can be used. The game developed by Sound and Vision is a fun, challenging and interactive concept that supports that aim. And we're expecting the digital version to be even more effective. The teaching concept also provides practical advice on handling data. Sound and Vision has considerable reach, so this initiative has the potential to help a large number of young people learn about online privacy protection.”

Data trail awareness

“Our educational initiatives are intended to make young people aware of data flows and their social impact on internet users and others around them. We want to empower youngsters to take better care of their data. The Baas in Eigen Bubbel workshop and serious game will ultimately be incorporated into our portfolio of workshops, teaching materials and masterclasses for schools. In due course, we'll gauge the impact of the workshop and game, and how well they've been received by teachers and students, by continuous feedback gathering, possibly leading to refinements. And Sound and Vision will go on working to raise awareness of the opportunities and risks associated with use of the internet, with the aim of helping to empower internet users and promoting an open, free and media-literate society,” concludes Suzanne. Want to know more about developments involving the Baas in Eigen Bubbel workshop and game? Drop Suzanne van der Wateren a line at svdwateren@beeldengeluid.nl. For more information about Sound and Vision's portfolio of workshops and teaching materials for schools, visit https://www.beeldengeluid.nl/beeld-en-geluid-op-school.