background image

Better Internet x Youth Call-for-Proposal

The Media Literacy Council (MLC) launched the Better Internet x Youth Call-for-Proposals (CFP) in 2017 to support Digital Literacy community initiatives that promote online safety, responsibility and civility. The Council hopes to empower youths to initiate projects that will reach out to and benefit their peers as well as the community at large. For this year’s CFP, youths were encouraged to submit projects covering the following Digital Literacy issues:
• Developing critical thinking and fact-checking skills to discern online content;
• creating awareness of cybercrimes; 
• Understanding online threats such as doxing that cause distress; and
• Providing resources or platforms to empower parents to raise safe and smart digital citizens.  

Here are the 11 projects MLC has selected to support during its 2020 Better Internet Campaign!

Projects Supported

JC2 Cyberwellness Lesson - Online Scams

Organised by: Anglo Chinese
Recommended for: Students (Secondary schools and Junior Colleges) Focus areas: Online scams
Project type: Workshops, lessons 

An original card game on Online Scams, developed by Cyber Wellness Student Ambassadors, that will be used to facilitate classroom lessons for fellow students. The lessons using the card game aim to create awareness of common online scams namely, email impersonation, online shopping and internet love scams, share about resources available to students if they encounter and/or fall prey to online scams, and how to protect themselves from these scams.

EYEYAH! Fake News Issue

Organised by: EYEYAH!
Recommended for: Students (Primary 3 - 6s)
Focus areas: Fact-checking
Project type: Online campaign, workshops

The proposed EYEYAH! Fake News Issue (“Issue”) is a series of digital artworks and animations that visualise news headlines. Its aim is to promote critical thinking and discernment through activities such as guessing whether a story is true or false. The intended outcome of these activities are to develop healthy scepticism and encourage students to verify sources before deciding if a story is true or false. The Issue will also have an accompanying toolkit and worksheets for Educators to use in the classroom or in workshops conducted by cyber wellness trainers.

Safe Not Sorry

Organised by: Greenwood Primary School
Recommended for: Pre-schoolers, primary school students, parents, seniors
Focus areas: Cyber safety and security, cyber bullying and online civility
Project type: Roadshows, workshops

An initiative that leverages on the schools’ Cyber Wellness Student Ambassador and Community Outreach programme ‘Building Community Spirit’ at Kampong Admiralty, to promote Cyber Wellness to parents and students in the school community, and pre-schoolers and seniors in the wider community. Students will implement their project work ideas to promote cyber wellness to community with a focus on topics such as - cyber safety and security, and cyber bullying and online civility.

Digital Arts for All 3.0

Organised by: Make The Change
Recommended for: Youths, adults, seniors, persons-with-disabilites
Focus areas: Facr-checking
Project type: Workshops, competition


Make The Change (2)Make The Change

Digital Arts for All is a programme where digital art is used as a means to promote media and digital literacies, through digital art workshops and a nationwide media literacy themed art competition. This the third instalment of the project (the first two projects were supported under the 1st and 2nd CFP) will scale its outreach to Parents, Social Service Agencies and Educators, and will also see more media literacy content developed with a focus on developing critical thinking and fact-checking skills.

Matter of Fact

Organised by: Nanyang Technological University (Wee Kim Wee School of Communications and Information)
Recommended for: Youths
Focus areas: Fact-checking
Project type: Online Campaign, roadshows

A campaign focused on increasing resilience and promoting proactivity among youths when encountering fake news, and educating youth on the tangible effects that fake news can have on individuals and communities. The campaign highlights the psychological factors that may influence youth’s susceptibility to fake news and also  the stories of individuals who were the subjects of fake news, and how their lives were affected by misleading rumours.

#Youthempowered 2020

Organised by: Republic Polytechnic
Recommended for: Youths
Focus areas: Fact-checking
Project type: Roadshows

Ghost Call is an interactive play written by playwright Nabilah Said in collaboration with RAW Moves, a dance company. The play explores the changes in types of relationship formed, from real-life to increasingly dependent on online platforms, due to the increased use daily use of digital devices, interactions on online platforms and consumption of digital media.

Understanding Games, Gamers and Game Addiction

Organised by: SOOS OIO LLP
Recommended for: Youths, parents 
Focus areas: Online game addiction
Project type: Assembly talks, roadshows, seminars

SOOS OIO seeks to bridge the gap between gamers and non-gamers (majority of which are parents and adults), by helping both to understand 
gaming culture, gamers and most importantly, the issue of game addiction through school assembly talks workshops, an online campaign 
and a parent seminar.

Primary School Cyberwellness Outreach

Organised by: Victoria School
Recommended for: Youths, parents 
Focus areas: Workshops, lessons 
Project type: Cyber bullying and online civility, managing digital footprint

Secondary school cyber wellness ambassadors will conduct activities around videos and facilitate role-playing games for upper primary school students, engaging them in a discussion on media literacy topics such as cyber bullying, online civility and managing their digital footprint. Developed in collaboration with teachers, the activities and role-playing games aim to encourage good online habits and responsible online behaviours.

Multi Dimensions

Organised by: Wellington Primary School 
Recommended for: Primary school students, parents
Focus areas: Workshops, lessons, roadshows
Project type: Screen time and device addiction

The project’s aim is to raise awareness of and educate on the consequences of excessive and low-quality screen time, and device addiction. Cyber Wellness Ambassadors and teachers will work together to develop an advocacy toolkit for ‘Less Screen Time’, which will digital content such as videos and infographics, and physical resources such as conversation and activity cards.


Young Digital Thinker Challenge
Organised by: West Grove Primary School
Recommended for: Primary school students, parents
Focus areas: Media literacy
Project type: Activity card, lessons

West Grove Primary School
The Young Thinker Challenge (“Challenge”) is designed for Primary school students, to stimulate their interest in cyber wellness through self-directed activities in various cyber wellness and media literacy topics. The current proposal is to further develop the Challenge with Cyber Wellness Student Ambassadors, to cover a wider range of topics and extend its reach to primary schools in the surrounding community.


#Youthempowered 2020
Organized by: Republic Polytechnic
Recommended for: Youths
Focus areas: Fact-checking
Project type: Roadshows

Students and lecturers from Republic Polytechnic (RP) will develop two interactive experiences - an Augmented Reality (AR) Card Game and an Online Falsehood-themed Escape Room. These experiences will promote critical thinking and create awareness of online dangers resulting from emerging technologies such as deep fakes and artificial intelligence. The AR card game will be distributed to polytechnic and secondary school students, and RP student leaders will help to facilitate the escape room experience at school events and community venues. 

Ghost Call

Organized by: Raw Moves
Recommended for: Youths
Focus areas: Digital relationships
Project type: Performance

Raw Moves
Ghost Call is an interactive play written by playwright Nabilah Said in collaboration with RAW Moves, a local dance company. The play explores the effects that technology has on relationships, and how relationships have become increasingly dependent on online platforms due to our daily use of digital devices and time spent online.