- DT understanding: 76.47% → 95.45%
- Ideas generated: 56
- Prototypes built: 41

Student of Secondary 4, Methodist Girls’ School
- DT understanding: 13.5% → 69.5%
- Ideas generated: 37
- Prototypes built: 28

- DT understanding: 48% → 78%
- Ideas generated: 35
- Prototypes built: 28

Pei Hwa Secondary School




Learning Outcomes
Our Cyber Wellness programme helps your student leaders practise building a safer and more respectful digital culture. Students build empathy, communication, and collaborative leadership as they use design thinking to address online harms and strengthen positive peer influence in school.

Build Responsible Digital Leadership
Student leaders learn how to set norms, influence peers positively, and model healthy online behaviour through practical interventions, not just messaging.

Strengthen Empathy and Perspective Taking
Students practise listening deeply, observing behaviours, and understanding how online interactions affect real feelings, relationships, and wellbeing.

Design Safe and Practical Interventions
Students learn to design solutions that are safe to pilot in school settings, with clear guidance, clear boundaries, and measurable outcomes.

Move From Awareness to Behaviour Change
Students learn how to design micro behaviours and nudges that help peers pause, think, and act more responsibly online.

Prototype and Test With Real Users
Students create physical prototypes such as cards, scripts, booth mockups, posters, and journey maps, then test and refine them through feedback.

Communicate With Clarity
Students learn how to present ideas as real programmes: what problem, what insight, how it works, how it was tested, and what happens next.
Developing Future Ready Learners with EDIT Design Thinking®
Design thinking is not just a set of tools. It is a way of understanding people first. We focus on your learners, their growth, and the meaningful connections they build through empathy, collaboration, and real-world problem solving. We empower individuals to create positive change within their communities, organisations, and beyond.

Empathise
Student leaders understand the lived experience behind online behaviour through observation, scenarios, simple interviews, and empathy tools to surface real needs, motivations, and pain points.
Define
Students synthesise insights into clear, student owned problem statements, so challenges are grounded, specific, and worth solving.
Ideate
Students generate and refine a wide range of interventions using structured divergent ideation. They learn how to think creatively and critically by considering impact, feasibility, and school realities.
Test
Students create physical prototypes, gather feedback safely, and iterate. They learn that good ideas improve through evidence, reflection, and continual refinement.
Cyber Wellness Design Programme Outline
Cyber wellness is most effective when student leaders can own the issue and lead change through safe, structured action. This programme lets your student leaders learn design thinking fundamentals, then design and test a real intervention that can be implemented as a student led initiative.

Introduction to Design Thinking and Cyber Wellness Context
Student leaders are introduced to EDIT Design Thinking® through a structured workshop. They learn the stages from empathise to test, and explore cyber wellness as a culture and leadership issue, not just online rules.
Deliverables:
- Cyber wellness context map
- Initial empathy map draft
- First How Might We drafts

Empathy and Behaviour Observation
Students investigate real behaviours in school and daily life using safe methods such as scenario walkthroughs, anonymous pulse surveys, observation logs, and guided interviews with peers and educators.
Deliverables:
- Empathy Maps
- Key user insights
- Behaviour patterns and triggers

Define and How Might We
Students synthesise insights into clear How Might We problem statements, focusing on a specific target behaviour and audience, such as lower secondary peers, parents, or seniors.
Deliverables:
- Final How Might We statement per team
- Success criteria and safe boundaries

Ideate: Divergence and Convergence Using Creative Tools
Students generate many interventions through structured divergent ideation using C Academy creative tools such as Random Cards and Idea Dice, then converge using Sweet Spot of Innovation and Value Proposition templates.
Deliverables:
- Divergent idea sets
- Shortlisted concepts
- Value Proposition statements
- Sweet Spot evaluation

Prototype and Test Safely
Students create physical prototypes and test them safely with peers. Prototypes can include:
- pocket decision cards
- support scripts for bystanders
- poster plus QR action flow
- booth mockup and facilitation script
- reporting journey storyboard
- scam spotting mini game
Testing includes peer feedback sessions, roleplay, and quick pulse checks.
Deliverables:
- Physical prototype photos
- Test feedback notes
- Iteration plan and improvements

Presentation and Handover
Students present their final intervention using a Canva presentation template and a simple implementation plan. They explain what problem they tackled, what they learned, how they tested, and what the school can do next.
Deliverables:
- Canva based pitch deck
- Implementation steps
- Reflection and learning summaries
What Makes Us Different
Led by practising consultants and built on proven frameworks, our programmes are co designed with educators and enriched by real world partners, ensuring alignment with school priorities and student development outcomes.

Industry Proven Experts and Methodology
C-Academy is led by practising brand and design consultants who bring real industry rigour into education. Our programmes are grounded in EDIT Design Thinking® and refined through real projects since 2012 to help learners solve complex challenges with clarity and creativity.

Co-Designed with Educators for Real Impact
We plan and facilitate alongside teachers, aligning with school priorities and student development goals. Every programme is grounded in your learners’ context and leaves behind tools they can continue using.

Student Leaders as Culture Builders
Cyber wellness works best through positive peer influence. Student leaders are uniquely positioned to shape norms, model behaviour, and lead initiatives that classmates actually engage with.
Frequently Asked Questions
What is a cyber wellness programme in Singapore schools?
Cyber wellness education helps students become responsible digital learners by developing safe and respectful online behaviours.
Is this suitable for student leaders?
Yes. Student leaders play a key role in peer influence and can design interventions that classmates engage with, from campaigns to peer support tools.
Do students build physical prototypes?
Yes. Students create low fidelity physical prototypes such as decision cards, scripts, booth mockups, and journey maps, then test and refine them safely.
How is this different from a cyber wellness talk?
This programme is hands on and outcomes driven. Students identify real behaviours, design interventions, prototype, test, and present implementation plans.
Can schools customise the focus?
Yes. Common focus areas include cyberbullying response, scam awareness for families and seniors, misinformation discernment, and healthy digital habits.

Let Out the Student’s Creativity
Ready to help your student leaders build a safer and more respectful digital culture? Tell us about your learners and objectives, and we will recommend a cyber wellness design thinking programme that fits.
