Reflection and Insight into Co-Creating a Digital Literacy Game with a Non-academic Partner: A Case Report

Children’s technology use often exposes them to various online risks, creating a need to improve their digital literacy skills and equip them with strategies to protect themselves online. We used a design-based approach to design and develop a digital literacy game for 11–13 year-olds. The game has since been deployed to over 550 elementary schools. In this case report, we use a design narrative to discuss our process of designing and implementing the game with a non-academic partner over four years. The process of designing digital literacy tools is largely undocumented, which prevents designers from learning best practices from prior work. We provide recommendations for creating digital literacy multimedia tools, key features to support deployment, and lessons learned while working with a non-academic partner to create digital literacy products with real-world impact. Our work provides insights into designing digital literacy tools for children which may be useful to other designers and researchers.

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Publication Details

Journal
International Journal of Human-Computer Interaction
Published
2026-08-26
DOI
https://doi.org/10.1080/10447318.2026.2716578
Primary Topic
Literacy, Media, and Education
Type
article
Field-Weighted Citation Impact
0.00
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article

Reflection and Insight into Co-Creating a Digital Literacy Game with a Non-academic Partner: A Case Report

Sonia Chiasson, Sana Maqsood
International Journal of Human-Computer Interaction
Literacy, Media, and Education
article

Reflection and Insight into Co-Creating a Digital Literacy Game with a Non-academic Partner: A Case Report

Sonia Chiasson, Sana Maqsood
article en

Abstract

Children’s technology use often exposes them to various online risks, creating a need to improve their digital literacy skills and equip them with strategies to protect themselves online. We used a design-based approach to design and develop a digital literacy game for 11–13 year-olds. The game has since been deployed to over 550 elementary schools. In this case report, we use a design narrative to discuss our process of designing and implementing the game with a non-academic partner over four years. The process of designing digital literacy tools is largely undocumented, which prevents designers from learning best practices from prior work. We provide recommendations for creating digital literacy multimedia tools, key features to support deployment, and lessons learned while working with a non-academic partner to create digital literacy products with real-world impact. Our work provides insights into designing digital literacy tools for children which may be useful to other designers and researchers.

International Journal of Human-Computer Interaction
York University (CA), Carleton University (CA)
Quality Education
Openalex Percentile: Top 2%
Literacy, Media, and Education
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Reflection and Insight into Co-Creating a Digital Literacy Game with a Non-academic Partner: A Case Report — Sonia Chiasson, Sana Maqsood · International Journal of Human-Computer Interaction (2026) | TGRS Research Map | TGRS