DataPro offers a selection of digital learning tools designed to foster interactive, hands-on, and self-directed learning. These tools, which may include action-oriented and game-based approaches, aim to engage students and support various learning styles.

Protecting your data

Spot the Phish: Czech Bank (Interacty activity)

Check the sources! (Interacty activity)

Spot the Phish: InstaPik (Interacty activity)

Cyber traps (Interacty activity)

Available language: English, Czech

Available language: Italian

Available language: English, Czech

Available language: Italian

Making money with data

Digital platform business models (Kahoot quiz)

The Value of Data (Kahoot quiz)

Data Monetisation: Behaviour-Based Advertising (Canva activity)

Digital identity management and protection from online manipulation
(Quizziz)

How businesses leverage data and how to protect it properly(Kahoot game)

Available language: German

Available language: Italian

Available language: English, Czech

Available language: English, Polish

Available language: Spanish

Data and civil rights

Privacy as a human right (Kahoot quiz)

Available language: German

DataPro Assistant

DataPro Assistant is an interactive tool designed to guide users through key aspects of data protection and privacy. With its user-friendly interface, it provides personalized support to help individuals better understand and manage their digital security in an ever-evolving online environment. Available language: the interface is available in both English and German, while it can also handle questions in any language, providing greater flexibility and accessibility for users worldwide.

In development

Nothing to Hide Webgame

In this game, students are assigned roles similar as in the game ‘Werewolf’. Through asking questions, gaining information on the other player, and trying to hide information from others, students learn the psychological tactics of Social Engineering and how to stay safe from cyber attacks in the online environment. Developed in collaboration with computer science students from FHNW Brugg, the game will be released in spring 2026. It will be open-access and web browser–based, designed for students aged 10 to 18, with a recommended target audience of 14 to 16-year-olds.

Smart Home Escape Webgame

In this online game, students need to navigate the IoT through exploring privacy-friendly options in a virtual Smart Home. Similar to Escape Rooms, integrated Smart Devices quiz the students on cyber security and data protection. Developed in collaboration with computer science students from FHNW Brugg, the game will be released in spring 2026. It will be open-access and web browser–based, designed for students aged 10 to 18, with a recommended target audience of 14 to 16-year-olds.

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