Digital literacy & citizenship
Media literacy, computational thinking and digital citizenship through gaming. Concretely mapped to the SLO attainment targets.
- Media literacy
- Computational thinking
- Digital citizenship
Digital literacy, citizenship and esports as a talent programme, aligned with the attainment targets of SLO, the Dutch national curriculum body. From the first lesson to the final evaluation, everything is ready to use.
GLHF provides schools with a complete teaching programme in which pupils practise digital literacy and citizenship through gaming, plus an esports talent programme of 8 to 12 weeks. Every pack includes teaching materials, a teacher guide and an evaluation, mapped to the draft attainment targets of SLO, the Dutch national curriculum body.
Media literacy, computational thinking and digital citizenship through gaming. Concretely mapped to the SLO attainment targets.
A programme of 8 to 12 weeks with roles beyond the player: coach, analyst, shoutcaster and event manager. Soft skills that count.
A complete lesson pack with a teacher guide and an evaluation. Ready to use in class as is, with learning objectives you can account for.
Both programmes are fully productised: fixed modules, clear learning objectives, a teacher guide and an evaluation at the end. Your department can get started right away.
A lesson series in which pupils practise media literacy, computational thinking and digital citizenship within a context they use daily themselves. Games serve as practice material for questions that come up in every classroom: how do you recognise manipulation, how do you deal with strangers online and what does screen time do to you? The series is mapped to the draft attainment targets of SLO, the Dutch national curriculum body, and follows the frameworks of Mediawijsheid and Trimbos around balance and healthy gaming.
Over 8 to 12 weeks pupils build their own esports organisation, with roles beyond the player: coach, analyst, shoutcaster and event manager. Along the way they train collaboration, planning, communication and analysis, and they close with a school tournament they organise themselves. For many pupils this is the first time school and personal interest come together, and you can see it in motivation and attendance.
More and more schools are fitting out a classroom or a corner of the media library for esports and gaming. Such a space gives the talent programme a permanent home, attracts pupils who are otherwise hard to reach and can be used outside school hours for homework support or neighbourhood activities. GLHF advises on equipment, layout, house rules and management, and trains the teachers or pupils who will run the space.
Digital literacy is rapidly becoming firm policy. We deliver a complete package with teaching materials, a teacher guide and an evaluation, mapped to learning objectives and with attention to balance and healthy gaming.
Sources include: SLO draft attainment targets for digital literacy 2025 · DUS-I foundational skills.
We discuss your learning objectives, target group and timetable. Then we advise which programme fits and in what form.
The lesson pack is adapted to level and year group. You receive the teacher guide and the planning well before the start.
Teachers deliver the lessons themselves or together with our facilitators. For the esports programme we guide the roles and the closing event.
Afterwards you receive an evaluation with learning objectives, results and recommendations, ready to use towards your school board and the inspectorate.
Gaming is a familiar context for practising media literacy, computational thinking and digital citizenship. GLHF delivers a complete lesson pack with a teacher guide and an evaluation, so a lesson can go straight into the classroom without preparation.
Yes. The lessons are mapped to the draft attainment targets for digital literacy from SLO, the Dutch national curriculum body, with learning objectives you can account for towards your school board and the inspectorate.
Beyond the player there are roles such as coach, analyst, shoutcaster and event manager. Over eight to twelve weeks pupils work on collaboration, planning, communication and analysis: skills that count outside gaming too.
Balance and healthy gaming are a fixed part of the teaching materials. Pupils learn to reflect on their own screen use, with media literacy as the guiding framework.
The price depends on the number of classes and the level of support. Many schools fund the programme from budgets for foundational skills and digital literacy. We are happy to think along about the route that fits your situation.
For the digital literacy lesson series, the computers or devices the school already has are enough. For the esports programme we adapt the setup to what is available; for the closing event we can supply equipment.
Yes. The teacher guide explains every lesson step by step, including the game context. Our facilitators join in at the start, and we remain available for questions throughout the series. Affinity with young people matters more than experience with games.
From lesson packs to full programmes: see what GLHF takes care of for schools.
Experience in our 3D world how we combine learning and play. The world itself is in Dutch.
Read what a dedicated gaming space at school or in the neighbourhood looks like.
Email or call us and we will walk through the lesson pack, the learning objectives and the planning for your school together.
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