Bradford schoolchildren have been learning about digital footprints and online safety while playing with LEGO bricks.

A Games Jam at Hollingwood Primary School saw 30 pupils designing and creating games themed around online safety.

The event was part of an ongoing partnership between the NSPCC and LEGO Group. Gail Sayles, NSPCC local campaigns manager for the region, said: “The Games Jam gives children chance to learn about important topics like online safety while they play, and helps them discover more about how the online world works. Fun activities like this can help parents and carers talk with children about online safety through the simple, creative joy of playing with LEGO bricks.”

The NSPCC has been working with LEGO Group on proejcts such as its Build & Talk online safety resource helping parents and carers discuss online dangers with their children while enjoying a playful activity.

Rebecca Britton, Year Five teacher at Hollingwood Primary School and leader of the computer club, said: “It was wonderful to see children working so brilliantly together. It wasn’t just about improving their technical skills though, it was great to hear them answer questions about online safety and addressing the issue so creatively through the Games Jam.”

Games created by the children will be completed in school and shared with representatives from LEGO Group headquarters in Denmark.

Andreea Barin, Responsible Engagement with Children, Program Manager, LEGO Group, said: “Empowering children with skills to thrive in the digital world is an important part of the work we do. The Game Jam event, in collaboration with our partner NSPCC, has been a fantastic opportunity to showcase the power of learning through play.

“By giving children the opportunity to explore what digital identity and digital footprint means for them, they could use their creativity and imagination to develop a game whilst developing the needed skills to manage their online presence.”

Vaughan Wallis, Responsible Gaming Senior Product Lead, LEGO GAMES, said: “The aim was to understand how children see real challenges in their digital life, and then create a game they could send to a friend to talk about how they might solve that challenge.

“Games provide an amazing space for play, so teaching kids how to best navigate those spaces is a key part of creating an inclusive and welcoming game.”