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Gotchas Galore

Child Safeguarding Statement
Some resources and activities may prompt a child to remember and potentially share an experience of harm. Make sure you’re familiar with your school's safeguarding policies and procedures so you can confidently report safety and well-being concerns.
Prepare students for the session by discussing: their right to be safe and respected; what to do if discussing online safety makes them feel uncomfortable or unsafe; and how to seek help if they feel or have felt unsafe. Use this resource available on the website.
Gotchas Galore
Explore how apps and games collect personal data. Through gamified scenarios, learners identify privacy risks, how to manage data, and build essential digital literacy skills.
Lesson details
Contact
About this Risk Area
When potentially harmful contact is initiated by others online, including strangers who may pose risks such as exploitation or identity theft.
Example topics:
- Online privacy and security practices, including setting strong passwords and managing privacy settings.
- Recognising and responding to online threats, such as phishing scams and identity theft.
- Establishing boundaries for online interactions and understanding the risks of sharing personal information online.
- Seeking help and reporting inappropriate or harmful online behaviour to trusted adults or authorities.
The resources for this risk area support learning in relation to safe online communication, privacy settings, and establishing boundaries for interacting with others on the internet.
This lesson explores data and privacy through the lens of everyday apps and games, helping learners understand how personal information is collected and used online. Learners investigate the types of data commonly requested by digital platforms and how this information can be used to influence interactions or enable contact from others online.
Through gamified learning, discussion, and real‑world scenarios, learners identify “gotchas” such as permissions, sign‑ups, and in game features that may put their privacy at risk. They practise recognising warning signs and applying strategies to make safe and informed choices.
The lesson connects to the Contact risk area of the 4Cs of online safety, supporting learners to anticipate and manage unwanted contact. It aligns with Australian Curriculum priorities by building digital literacy, ethical understanding, and personal and social capability, empowering learners to navigate online environments safely and responsibly.
This lesson supports learners to understand how apps and games collect information and how this data can be used to contact them or influence online interactions. Through gamified learning, learners identify common data and privacy gotchas and practise making safe choices that protect their personal information and online wellbeing.
Please note: the games are not included in the download pack and require an internet connection to play. Offline and accessible alternatives are available in the download resource pack.
🚀 We’re in Beta!
Welcome to the early-access launch of our eSmart games. We are currently in a Beta Testing phase. This means while the educational content is complete, we are optimising the game performance and learning difficulty for different classroom environments.
Help us refine this resource by sharing your feedback on the learning approach, gameplay or any technical issues if you encounter them.
You can find the survey here.
Learning Intentions
Learners:
- Understand that apps and games collect different types of data, and that this data can influence what they see and experience online
- Recognise how collected data can be used to shape online interactions and content, including risks related to contact
- Develop the ability to identify privacy risks and make safe, informed choices about their data and personal information when using apps and games
Educators:
- Facilitate learner understanding of how apps and games collect personal information and how this data can be used to enable contact or influence online interactions
- Support learners to recognise data and privacy “gotchas” commonly encountered in digital environments
- Guide learners to apply strategies that promote safe, informed, and responsible choices when using apps and games
Curriculum alignment
Australian Curriculum (Version 9.0)
Year 5: English
- AC9E5LY05: Use comprehension strategies such as visualising, predicting, connecting, summarising, monitoring and questioning to build literal and inferred meaning to evaluate information and ideas.
- AC9E5LA07: Explain how the sequence of images in print, digital and film texts has an effect on meaning.
- AC9E5LY02: Use appropriate interaction skills including paraphrasing and questioning to clarify meaning, make connections to own experience, and present and justify an opinion or idea.
- AC9E5LY03: Explain characteristic features used in imaginative, informative and persuasive texts to meet the purpose of the text.
Year 6: English
- AC9E6LA02: Understand the uses of objective and subjective language, and identify bias.
- AC9E6LA07: Identify and explain how images, figures, tables, diagrams, maps and graphs contribute to meaning.
- AC9E6LY02: Use interaction skills and awareness of formality when paraphrasing, questioning, clarifying and interrogating ideas, developing and supporting arguments, and sharing and evaluating information, experiences and opinions.
- AC9E6LY03: Analyse how text structures and language features work together to meet the purpose of a text, and engage and influence audiences.
Years 5 & 6: Health and Physical Education
- AC9HP6P07: describe strategies for seeking, giving or denying consent and rehearse how to communicate their intentions effectively and respectfully.
- AC9HP6P08: Analyse and rehearse protective behaviours and help-seeking strategies that can be used in a range of online and offline situations.
- AC9HP6P10: Analyse how behaviours influence the health, safety, relationships and wellbeing of individuals and communities.
Years 5 & 6: Digital Technologies
- AC9TDI6P07: Select and use appropriate digital tools effectively to create, locate and communicate content, applying common conventions.
- AC9TDI6P10: explain the creation and permanence of their digital footprint and consider privacy when collecting user data
My Time, Our Place – Framework for School Age Care in Australia
This framework assists educators to provide children and young people with opportunities to maximise their potential and develop a foundation for successful lifelong learning. The Framework has been designed for use by approved providers and school age care educators working in partnership with children and young people, their families and the community, including schools.
Outcome 1: Children and young people have a strong sense of identity.
Children develop an understanding of their emotions and sense of self through reflection on their digital interactions and mindful media consumption. This is evident when children:
- Identify their right to emotional and mental wellbeing when engaging in digital spaces.
- Reflect on how online content impacts their mood and emotions, making choices that promote positive self-perception.
Outcome 2: Children are connected with and contribute to their world.
Children explore how positive online behaviour contributes to building respectful and cooperative digital communities. This is evident when children:
- Recognise the importance of rules and codes of conduct in creating safe and supportive digital spaces.
- Identify ways to contribute safely and responsibly to shared digital spaces.
CASEL Framework
This Framework creates a foundation for applying evidence-based, Social and Emotional Learning (SEL) strategies both at school and in the broader community. Its aim is to support the cultivation of SEL skills and environments that advance students’ learning and development.
- Responsible decision-making: The abilities to make caring and constructive choices about personal behavior and social interactions across diverse situations. This includes the capacities to consider ethical standards and safety concerns, and to evaluate the benefits and consequences of various actions for personal, social, and collective well-being. Such as:
- Demonstrating curiosity and open-mindedness.
- Learning how to make a reasoned judgment after analyzing information, data, and facts.
GG Bournemouth University Theory of Change
This project, funded by the Department for Digital, Culture, Media and Sport (DCMS) as part of the UK government's Online Literacy Media Strategy, aims to empower people to stay safe online by being able to critically evaluate what they see and read on the internet. It offers a transferable and sustainable framework and methodology that can not only be used for the independent evaluation of media literacy projects but also to inform their future design.
- Awareness: Media literacy enables people to have a critical awareness of how media and information represent people, events, issues and places. On a larger scale, media literacy helps us to understand how the media environment we are engaging with is constructed, for example in terms of how diverse it is, who owns or controls different media sources and how digital and social media is governed, designed and manipulated. Media literacy also involves critical awareness about the role of data and algorithms in everyday life and with regard to citizenship, education, work and health.
National Association of Media Literacy Education (NAMLE)
The NAMLE Framework outlines the foundational concepts and principles for teaching and learning about media literacy. Media literacy, as defined by NAMLE, is the ability to access, analyze, evaluate, create, and act using all forms of communication.
Core Principle 1
- 1.2: Media Literacy Education (MLE) intersects with other literacies, such as information, digital, and social-emotional literacies.
- 1.4: MLE values inquiry of contemporary media experiences that are culturally relevant in both the learning environment and the everyday lives of learners.
Core Principle 2
- 2.1: MLE teaches that all media experiences are constructed and prepares people to engage in critical analysis and reflection of these experiences.
- 2.3: MLE helps learners identify biases within their own and others’ media experiences.









