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5 · HL challenges and interventions

International Baccalaureate · IB Diploma · Digital Society · HL · Topic 4

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HL challenges and interventions

In August 2021 China limited players under eighteen to one hour of online games, from eight to nine pm on Fridays, weekends and holidays, and game companies…

English narration · English + 中文 subtitles burned in

4.1

HL challenges and interventions

IB Diploma Programme Digital Society HL (first assessed in 2024). Only HL students study the HL extension 高级程度拓展: three big challenges 挑战 of digital society, and the interventions 干预 that try to answer them. The challenges are global well-being (5.1), governance and human rights (5.2) and sustainable development (5.3). Paper 3 (1 hour 15 minutes, 25% of HL) is built on a pre-released brief 预发布简报: some months before the exam, the IB publishes a short text about one challenge. In the exam, you answer questions about an intervention related to it.

In August 2021 China announced a new rule for online games: players under 18 could play for only one hour, from 8 to 9 pm, on Fridays, weekends and public holidays. Game companies had to check every player's real name and age. Many parents welcomed the rule. Many teenagers did not, and some found ways round it by using adults' accounts. Was the rule a good intervention? It depends on what you are measuring: did gaming time fall, was the rule fair to everyone, and did the people it affected accept it? Paper 3 asks exactly these questions.

Must-know for the HL extension:

Area Key content
global well-being (5.1) health, attention, connection and loneliness online
governance and human rights (5.2) who makes the rules for the digital world; privacy and expression
sustainable development (5.3) energy, materials and e-waste; the digital divide
interventions laws, designs, campaigns: what they change, for whom
evaluation effectiveness, equity and acceptability; evidence and limits
Paper 3 pre-released brief; 1 hour 15 minutes; 25% of HL
Vocabulary Train
English
HL extension
challenge/ˈtʃælɪndʒ/
intervention/ˌɪntəˈvenʃn/
pre-released brief
4.2

The three challenges

Global well-being

Well-being 福祉 means living a healthy, satisfying life. Digital systems can support it (online medical appointments, staying in touch with family far away) and harm it (sleep lost to phones, online bullying, comparing yourself with others). Many apps are designed to keep people using them as long as possible, because their income comes from attention and advertising.

Governance and human rights

Governance 治理 asks who makes and enforces the rules. Digital systems cross borders, and the platforms that run them are often richer than many countries. Human rights 人权 at stake include privacy and freedom of expression. Two real laws:

  • The European Union's General Data Protection Regulation 通用数据保护条例 (GDPR, 2018) gives people rights over their personal data, such as seeing what a company holds about them. Companies that break it can be fined up to 4% of their worldwide yearly turnover.
  • China's Personal Information Protection Law 个人信息保护法 (in force from November 2021) also requires consent to collect personal information, with stricter rules for sensitive information such as health data and children's data.

Sustainable development

Sustainable development 可持续发展 meets today's needs without damaging the future. Digital technology uses electricity (data centres run day and night) and materials (metals mined for phones and batteries), and it becomes waste. The world produced about 62 million tonnes of e-waste 电子垃圾 in 2022, and only about 22% of it was properly collected and recycled (Global E-waste Monitor 2024), and the report expects 82 million tonnes a year by 2030. The digital divide 数字鸿沟, the gap between people who can and cannot use digital technology, is a development question too.

Bar chart of e-waste: 62 million tonnes in 2022, of which 13.8 million were documented as recycled, and a forecast of 82 million tonnes in 2030
E-waste is growing faster than recycling: most of it is not documented as recycled.
Vocabulary Train
English
well-being/wel ˈbiːɪŋ/
governance/ˈɡʌvənəns/
human rights/ˈhjuːmən raɪts/
General Data Protection Regulation
Personal Information Protection Law
sustainable development/səˈsteɪnəbl dɪˈveləpmənt/
e-waste/iː weɪst/
digital divide/ˈdɪdʒɪtl dɪˈvaɪd/
4.3

Reading an intervention

An intervention is a deliberate action on a challenge: a law, a change in a product's design, or a campaign. For any intervention, ask:

Question The 2021 gaming rule
what does it change? (the mechanism) game companies must check real names and limit under-18 play time
who acts, and who is affected? the government sets the rule; companies apply it; young players and families live with it
what does it claim to achieve? less gaming addiction, more sleep and study time
what evidence is there? company reports of lower play time by minors; surveys; reports of rule-breaking

A second example, from design: the EU now requires new phones sold there to use the same USB-C charging port (from the end of 2024), so that people need fewer chargers and produce less e-waste.

4.4

Evaluating effectiveness

The IB's sample question asks you to evaluate an intervention "in terms of equity and acceptability":

  • Effectiveness 有效性: does it achieve its aim? What does the evidence show, and what can't it show?
  • Equity 公平: who gains and who loses? Is anyone left out or harmed more than others?
  • Acceptability 可接受性: do the people affected accept it? A limit people choose for themselves (such as a phone's focus mode) is usually more acceptable than one imposed on them.
Equity against acceptability, with focus mode chosen high on acceptability and imposed low
Judge an intervention on both axes; choice raises acceptability but does not fix equity.

Worked plan. Evaluate the effectiveness of the 2021 limit on minors' online gaming in terms of equity and acceptability.

  • Effectiveness: companies reported much lower play time by registered minors; but some teenagers used adults' accounts, which the figures cannot see.
  • Equity: the rule applies to every registered minor in the same way; but teenagers whose parents lend them accounts escape it, and young people who used games to stay in touch with friends lost more than others.
  • Acceptability: high among many parents, lower among teenagers, who were not asked; acceptability differs between groups.
  • Judgement: effective for most registered players, less effective for the heaviest gamers who find ways round it; a combination of the limit with family agreements and better game design might work better.
  • Limits of the evaluation: the evidence comes mainly from the companies and the government; independent data is limited.
Vocabulary Train
English
effectiveness/ɪˈfektɪvnəs/
equity/ˈekwɪti/
acceptability/əkˌseptəˈbɪlɪti/
4.5

Answering Paper 3

  1. Before the exam, study the pre-released brief: the challenge, the people affected and real interventions related to it.
  2. In the exam, read the intervention carefully: mechanism, actors, aims, evidence.
  3. Use course concepts (power, values and ethics, systems) and other real-world examples you have studied.
  4. Reach a clear, balanced judgement that names its limits and suggests an improvement.
4.6

Checklist

  • The three challenges: well-being, governance and human rights, sustainable development.
  • GDPR and China's Personal Information Protection Law; e-waste and the digital divide.
  • Reading an intervention: mechanism, actors, aims, evidence.
  • Effectiveness, equity and acceptability; the worked gaming-rule plan.
  • Paper 3: the pre-released brief; four steps.
Additional notes PDF
Supported preparation: HL intervention evaluation

Scope and prerequisites

IB digital society first assessment 2024. Integrate concepts, content and contexts. Inquiry uses a process document, recorded multimedia presentation and references; HL adds global well-being, governance/human rights and sustainable development interventions.

Mapped preparation outcomes: ib_digital_society_hl.4.1, ib_digital_society_hl.4.2. Read the matching native lesson first. Actual approved choices, evidence and final learner work remain separate.

Source vocabulary

intervention 干预措施; feasibility 可行性.

Explanation and worked method

An intervention needs a mechanism, resources, acceptable implementation and an outcome test. Equity asks who benefits or remains excluded; sustainability asks whether operation can continue under realistic costs and material demands.

Original classroom evidence panel for HL intervention evaluation

Task: add an assisted booking channel for people with poor connectivity. Evaluate a small trial and an expansion condition.

Train staff, protect data and measure successful bookings among the previously excluded group, including waiting time and costs. Compare with the existing channel; examine displacement of other services and user acceptability. Expand only if the access gain persists within feasible staffing and maintenance. A fictional case rehearses the method and cannot replace the current pre-released stimulus.

Independent transfer

Assisted bookings increase but waiting time for every service rises sharply. Revise the intervention.

Attempt independently before reading the model.

Checked original model

Access gains may be displaced by staff bottlenecks. Compare staffing, queues, costs and the affected groups, then trial scheduling or added capacity within feasible resources. Expansion should depend on sustainable completed access, not bookings alone.

These are authored formative expectations, not official IB descriptors. Accept other justified arguments with evidence and material limits.

Source and task holds

This supplement teaches the method for this part of the course. The full assessment criteria and any texts your school chooses come from your teacher.

Interactive lessons on this topic

Work through it step by step, with instant-check exercises.

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