Learning what manipulation is by seeing through it yourself — not by being told about it
Asperity builds interactive escape rooms that let students experience how phishing, grooming, blackmail and online manipulation really work — in a safe environment, with explanation delivered right at the moment it matters.
Children grow up online — digital resilience doesn't grow up with them automatically
Rarely a structural part of the curriculum
Digital literacy is now part of the official curriculum goals, but schools often lack ready-made material that fits within a single lesson and truly resonates against online manipulation, phishing and grooming.
An experience sticks, a lecture doesn't
Students don't remember "be careful online." Unmasking a fake profile themselves, spotting a manipulation trick in a chat, or making the wrong choice and immediately seeing why — that's what sticks.
The conversation continues at home
After the lesson, parents receive a short letter with questions for the kitchen table. So it doesn't stop after one lesson: children keep talking about it at home.
What teachers and pupils say
De leerlingen waren erg betrokken. Door de startvragen kwam je direct bij de kern van de les.
Ik vond de escaperoom leuk, omdat het een uitdaging is
Het belangrijkste dat ik heb geleerd: dat er sommige dingen online niet echt zijn
Vanaf nu ga ik beter opletten op op cyberpesten
Vanaf nu ga ik beter opletten op wat ik deel
Filled in anonymously by pupils after the escape room (translated from Dutch where needed).
A complete lesson in three steps
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1
Start a session
Pick an escape room in your portal and put the session code or QR on the whiteboard. Students don't need an account.
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2
Teams play, you follow along
Groups play in the browser. Your live dashboard shows how every team is doing, and you send a hint when someone gets stuck.
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3
Debrief together
With the ready-made whiteboard debrief, and a letter for parents with questions for at home.
All escape rooms — all included in one licence
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Digital Detectives
Step into the role of digital detective and unmask The Collectors, a gang of online scammers. Students learn to spot fake profiles, phishing and blackmail, crack codes, and learn how to protect their online identity.
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Hack the School
This time, students aren't the victims — they're Junior Security Analysts hired to investigate a security incident at school. Someone gained access to the student tracking system overnight. How? And who did it?
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SCHADUWPROFIEL
Classmate Roos is being harassed online by "Timo". As a digital investigator you find out who he is, and discover how much you can learn about someone from innocent posts and photos. Until the final vault shows something unexpected: your own profile.
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DIGIVERSE
Why does one click sometimes feel so hard to resist? In DIGIVERSE, students travel with Pixel through familiar online worlds — a building game, a video platform, a class group chat, a scroll feed and more — to discover how KLIK, a digital creature that grows from thoughtless clicking, is secretly influencing them. Five missions about passwords, fake deals, private info, peer pressure and fake news, with an exciting finale where each team sees how big KLIK has grown.
Demo already playable — the full escape room is still in development
View the game -
GAME OVER?
A gaming session with friends can turn sour in seconds: a strange friend request, a mean comment in the group chat, an account that turns out to be fake. In GAME OVER?, teams of 2-4 students replay ten everyday situations from Roblox, Fortnite or Minecraft — and decide for themselves what to do. From joking-versus-bullying to spotting fake accounts and free-Robux scams: while playing, they learn to set boundaries, chat safely and ask for help in time.
Demo already playable — the full escape room is still in development
Play the demo -
LIKE IT OR NOT?
Everything you see online — is it actually true? In LIKE IT OR NOT?, teams of 2-4 students complete ten assignments that reveal how videos, creators and algorithms really work: from clickbait thumbnails to deepfakes and fake news.
Demo already playable — the full escape room is still in development
Play the demo
+ new escape rooms released later this school year, included automatically.
One licence. Everything included. No strings attached.
incl. VAT
Per school: all classes and students, all escape rooms — including new games released later this school year.
- ✓ Unlimited number of classes and students, including satellite locations
- ✓ Valid for the entire school year
- ✓ One-time payment — no subscription, no automatic renewal
- ✓ New escape rooms are added for free
A school group or board with multiple schools? Ask about our group offer.
Would you rather have someone from Asperity come and guide the lesson? That's always possible — price on request.
Recommending us to a colleague or your principal?
Share the flyer: everything on one A4 page, ready to forward or print.
Questions before you get started?
Fill in the form and we'll respond within 1 business day — or create an account right away, no need to contact us first.