Game-based online safety learning: why OSHC providers should explore eSafety’s new Robo Raven resource

Out-of-school hours care (OSHC) services are increasingly navigating the same digital challenges faced by schools and families, including online gaming, social interactions on devices, privacy concerns and the need to build digital resilience in safe, supervised environments.
While OSHC is not a formal classroom setting, educators play a critical role in shaping children’s online behaviours and supporting safe, respectful digital engagement.
eSafety’s newly released Robo Raven and the Ancient Relics game, part of the Mighty Heroes series, offers a strong fit for OSHC environments. Its flexible, game-based format, no-login access and ready-to-use educator resources make it well suited to short sessions, mixed-age groups and informal learning contexts.
Robo Raven and the Ancient Relics is a web-based online safety game designed for middle primary-aged children. It features five short levels, each focused on a key online safety concept:
- responsibility – digital footprints and protecting personal information
- respect – cyberbullying, kindness and online relationships
- body clues – recognising warning signs and seeking help
- investigation – critical thinking, scams and misinformation
- final level – consolidation of key concepts
The game is supported by more than 60 educator-led activities, including worksheets, videos and a parent information sheet. No login is required, and each level takes approximately 15 minutes, making it suitable for OSHC session structures.
Why it works in OSHC settings
Short, flexible and child-led
The modular design allows children to engage with individual levels, pause for discussion or collaborate on shared devices. This flexibility supports the varied routines and age groups typical of OSHC environments.
Accessible for educators
Clear educator notes provide prompts, discussion starters and activity ideas. Staff can confidently facilitate learning without requiring specialist technical knowledge.
Supports safety and wellbeing responsibilities
Under the National Quality Framework (NQF), OSHC providers are required to promote children’s wellbeing, agency and safety. This includes supporting safe digital engagement where devices are used. The resource assists services to:
- model safe online behaviour
- support respectful peer interactions
- build confidence in help-seeking
- encourage critical thinking about online content
Aligns with OSHC programming frameworks
The resource supports key elements of My Time, Our Place, particularly outcomes related to wellbeing, communication and responsible decision-making. It also complements:
- STEM and digital literacy experiences
- social and emotional learning
- collaborative problem-solving
- child-led play with educator scaffolding
Practical applications in OSHC programs
Quick play sessions
Set up a device station where children complete one level individually or in pairs.
Small-group discussions
Use educator prompts to explore topics such as privacy, cyberbullying or recognising when something online feels unsafe.
Digital citizenship sessions
Combine gameplay with extension activities for structured 30–45 minute learning experiences.
Family engagement
Share the parent information sheet to support consistent messaging between services and families.
Behaviour and safety planning
Use the game’s themes to inform or co-develop digital use agreements within the service.
Technical considerations
The game is compatible with laptops, tablets and interactive screens, but not mobile phones. Progress is saved within a single session, supporting shorter OSHC time blocks where children complete one level at a time.
Why this matters for OSHC providers
Children’s digital experiences extend beyond school hours. OSHC services are increasingly encountering:
- children bringing personal devices
- online gaming during sessions
- peer conflicts originating online
- children seeking support for online experiences
Access to structured, evidence-informed resources enables educators to respond proactively and confidently, without the need to develop materials independently.
A practical addition to OSHC programs
Robo Raven and the Ancient Relics offers a low-effort, high-impact way to build digital literacy and online safety awareness in OSHC settings. It supports educators to embed contemporary learning while maintaining a focus on relationships, play and wellbeing.
For services seeking to strengthen online safety education without increasing administrative burden, this resource is a valuable addition.
For more information, visit www.esafety.gov.au/educators/classroom-resources/mighty-heroes/robo-raven-and-the-ancient-relics-game
















