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FOR EDUCATION

Learning through gaming.

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.

Digital literacyCitizenshipEsports talent programmeLesson pack
IN SHORT

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.

  • Lesson packs for digital literacy and citizenship, mapped to the SLO attainment targets
  • Esports as a talent and careers programme with roles such as coach, analyst and shoutcaster
  • Teacher guide and evaluation included: ready to use in class as is
  • Attention to balance, screen time and healthy gaming in every programme
  • Fundable from budgets for foundational skills
WHAT IT'S ABOUT

A continuous programme, ready for the classroom

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

Esports talent & careers programme

A programme of 8 to 12 weeks with roles beyond the player: coach, analyst, shoutcaster and event manager. Soft skills that count.

  • 8-12 weeks
  • Roles & careers
  • Soft skills

Lesson pack & evaluation

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.

  • Lesson pack
  • Teacher guide
  • Evaluation
WHAT WE OFFER

Two programmes, ready for the classroom

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.

Digital literacy and citizenship through gaming

PRIMARY AND SECONDARY, MODULAR

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.

  • Modular lesson pack with learning objectives per lesson
  • Teacher guide with instructions and differentiation
  • Evaluation and report for the department and school board
  • Frameworks for balance and healthy gaming

Esports talent and careers programme

8 TO 12 WEEKS, SECONDARY AND VOCATIONAL

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.

  • A programme of 8 to 12 weeks with a fixed structure
  • Roles and career assignments alongside the play
  • Closing event: a tournament organised by pupils
  • Evaluation per pupil and per group

Esports classroom or gaming space at school

ADVICE AND FIT-OUT

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.

  • Advice on equipment, layout and budget
  • House rules and a management plan for the space
  • Training for teachers and pupil managers
  • Programming for use during and outside school hours
ALIGNED WITH POLICY

Fits where education is heading

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.

  • Aligned with the draft attainment targets for digital literacy from SLO, the Dutch national curriculum body.
  • Ready for the classroom, with learning objectives you can account for.
  • Can be funded from budgets and grants for foundational skills.
  • With attention to media literacy, balance and healthy gaming as the guiding framework.
HOW WE WORK

How the programme lands at your school

  1. 01

    Intake with the department

    We discuss your learning objectives, target group and timetable. Then we advise which programme fits and in what form.

  2. 02

    A tailored programme

    The lesson pack is adapted to level and year group. You receive the teacher guide and the planning well before the start.

  3. 03

    Delivery in the classroom

    Teachers deliver the lessons themselves or together with our facilitators. For the esports programme we guide the roles and the closing event.

  4. 04

    Evaluation and accountability

    Afterwards you receive an evaluation with learning objectives, results and recommendations, ready to use towards your school board and the inspectorate.

€1.5 billion Dutch games industry in 2023, up 20 percent Games Monitor 2024
47% of Dutch people game together, gaming connects pupils Mulier Instituut
3.38 billion gamers worldwide, the world your pupils live in Games Monitor 2024
FREQUENTLY ASKED QUESTIONS

Frequently asked questions from schools

How do you use gaming meaningfully in education?

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.

Does the programme align with the attainment targets for digital literacy?

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.

What do pupils learn from an esports talent programme?

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.

How do you handle screen time and healthy gaming?

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.

What does a lesson pack cost and how do schools fund it?

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.

Do we need special equipment?

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.

Can teachers deliver this without gaming experience of their own?

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.

Want to talk it through with your department first?

Email or call us and we will walk through the lesson pack, the learning objectives and the planning for your school together.

Get in touch