Traffic Snake Game

Context and aims

The Traffic Snake Game encourages primary school pupils to travel more sustainably to school.
The game originates from Belgium and is developed by Mobiel 21.

Schools which sign up for the game receive a large (five meter long) snake banner, large green stickers and smaller dots that depict a sustainable mode of travel. A reward scheme incentivises the kids to complete the snake as soon as they can. Rewards consist of gadgets, extra playing time, an excursion, an apple, no homework for a day, etc.

Baseline and data were obtained by simple hands-up surveys conducted by teachers in class rooms. The aim of TRACE is to develop a tracking device that may result in less work for teachers, more reliable data, expansion of the 'tracked trips' and therefore the campaign's ambitions and impact and the ability to digitalise the campaign.

TRACE new features

TRACE will extend the Traffic Snake Game along the following major lines:

Tracking devices
Smartphones or tablets are not suitable to host tracking devices for this target group, since pupils are too young to own or use them frequently. Tracking devices will be built into a common school material or directly on the bike. The tracking service / device will be fool-proof and tamper-free to ensure data collected are reliable.

Data and privacy
The tracker can identify modal choice, trip length, trip duration and chosen route. Privacy will certainly be an issue since the target group consists of minors.

Real-time elaboration
The collected data will be available in real-time to schools and teachers via a user-friendly interface. This will allow schools to estimate the modal split of the school and its evolution during the game. The tracking data will allow teachers and schools to respond to these evolutions on a day-by-day basis and to encourage pupils during the campaign.

Playful version
We will investigate whether a playful version of the user interface could involve pupils even more in the game.

Value Creation

- Simplicity of procedures, reduction of campaign costs, accuracy of measured outcomes through automatization

- Fun factor increases

- Parents receive a confirmation of children's arrival at school

- Data are instantly available

Stakeholders’ interest

- Local authorities are offered a tool that is more effective and cheaper

- Schools and parents have access to arrival information of cycling and walking children


- School

- Behaviour change

- Development of a tool oriented to bike and walk to school initiatives.