Students aged 9–12
Five interactive workshops, a learner field guide, fictional scenarios, and practical action tools. No lectures about “good” and “bad” screen time.
A field guide to digital life Ages 9–12
Five practical workshops that help children open up feeds, AI answers, data trails, devices, and persuasive design—so they can use technology with curiosity and independent judgment.
Choose a system. Open the box.
Notice persuasive design and practise making deliberate choices.
Follow a fictional data trail and rehearse how to seek support.
See how recommendations, data, and feedback loops shape what appears.
Think first, prompt second, check outputs, and keep the final judgment.
Trace devices through materials, labour, energy, repair, and reuse.
Why Unboxed
Unboxed connects subjects children usually encounter separately: safety, wellbeing, privacy, recommendation systems, AI, bias, and environmental impact.
Through collaborative games, fictional scenarios, and practical investigations, learners discover how technology works—and how they can respond with agency rather than fear or guilt.
Who opens the box
One core student experience, supported by the adults who make learning possible. Schools and community organisations host; educators and parents help the thinking continue.
Five interactive workshops, a learner field guide, fictional scenarios, and practical action tools. No lectures about “good” and “bad” screen time.
A pre-delivery briefing, facilitation guidance, adaptable resources, safeguarding information, and follow-up activities.
Constructive conversation prompts and family activities that go beyond surveillance, bans, fear, and parent blaming.
Host settings: primary and middle schools, homeschool co-ops, mosques and supplementary schools, libraries, museums, and youth organisations.
The Digital Field Guide
Each session combines a collaborative activity, guided sense-making, and a practical takeaway. Open a workshop to see what students investigate.
See delivery packagesStudents investigate notifications, rewards, streaks, autoplay, and social comparison—then redesign an imaginary app to respect its users.
Students follow a fictional data trail, evaluate suspicious messages, and rehearse practical responses to pressure, unsafe contact, and worrying content.
Students become recommendation systems, train a card-based classifier, and investigate how data, design choices, and feedback loops can produce unfair patterns.
Using facilitator-led examples and paper-based activities, students discover how generative AI predicts useful-sounding language rather than guaranteeing truth. They practise thinking first, asking clearly, checking outputs, protecting private information, and deciding when not to use AI.
Students map a smartphone’s journey and the internet’s physical infrastructure, then compare repair, reuse, replacement, and responsible end-of-life choices.
Unboxed books
A selection of books by the author, with space for a cover, a short introduction, and a link for readers to discover each title.
First book
Add a short description of the book, its themes, and who it is for.
Add a book linkSecond book
Add a short description of the book, its themes, and who it is for.
Add a book linkThird book
Add a short description of the book, its themes, and who it is for.
Add a book linkHow we work
Card games, role-play, mapping, and design challenges keep children active. Student devices are not required.
Children explore their own choices while learning that platforms, companies, designers, and public institutions share responsibility.
No advertising, student accounts, commercial profiling, or sale of participant data. Assessment is lightweight and reported in aggregate.
The programme supports digital citizenship and help-seeking. It does not provide mental-health treatment, and delivery is planned around the host’s safeguarding procedures.
Ways to work together
Every package includes preparation and delivery materials. Pricing is scoped by cohort and setting, with travel and materials stated clearly.
START / PAID TASTER
One 90-minute student workshop
A standalone investigation following a fictional child through notifications, a suspicious message, a personalised feed, and a possible device upgrade.
OPEN / FLAGSHIP PROGRAMME
Five 60–75-minute student workshops
The complete learning journey across attention, safety, algorithms, practical AI literacy, and technology’s material footprint.
CONTINUE / WHOLE SETTING
Core programme + two adult sessions
Align student learning with parent support and educator confidence, then continue with a practical follow-up plan.
Before you ask
Still deciding whether the programme fits? Prepare a pilot brief and include the question your team needs answered.
Online safety is one essential part. The programme also connects wellbeing, persuasive design, data, algorithms, AI, bias, and technology’s physical and environmental systems.
No. Students investigate benefits, trade-offs, and responsibilities. The aim is informed and deliberate use, not rejection of technology.
No. The core activities are predominantly offline and use fictional scenarios, printed materials, discussion, and collaborative challenges.
Both. They learn age-appropriate routines for thinking before prompting, asking clear questions, checking evidence, protecting personal information, and making the final judgment themselves. They also learn when AI is unnecessary or inappropriate.
Yes. Delivery format and examples can be reviewed with community educators while retaining the core safety, critical-thinking, and safeguarding objectives.
It supports educational digital wellbeing and help-seeking, but it is not therapy or clinical support. Concerns are handled through the host’s agreed safeguarding and referral procedures.
Plan a pilot
Prepare a concise enquiry you can copy or download and share with the programme team. Choose a package, describe your setting, and identify the question you want the pilot to answer.
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