Digital lifeSmart digital citizens
Online safety, data, disinformation, cyberbullying and AI.
Working with teachers and our intellectual property experts, the Club helps pupils understand the risks of counterfeiting, avoid the traps and use their critical thinking, so they become informed consumers who are in charge of their choices.





From early learning in nursery school to the end of secondary school, with content adapted to every age.
approximately: 3 two-hour sessions in class, with the teacher.
pupils per group for an interactive, hands-on approach.
Supervised investigation: no purchases, no confronting a seller.
Digital lifeOnline safety, data, disinformation, cyberbullying and AI.
ConsumptionResponsible buying, product safety, advertising and risk prevention.
InnovationCreativity, design, brands, inventions and respect for intellectual property.
CitizenshipEthics, cooperation, sustainability, respect and collective commitment.
Content and activities that grow with the pupils' maturity, starting with early learning in nursery school.
Discover creativity, learn to respect other people's work and recognise simple risky situations.
Early-learning stories · pictures · observation games
Discover creativity and respect for other people's work. Recognise the first risky situations.
Stories · drawings · games
Tackle copyright, question where a product or a piece of information comes from, and learn to check.
Investigations · quizzes · challenges
Explore online shopping, piracy, fake news, personal data and the risks to health and the environment.
Debates · case studies
Go deeper into the legal, economic and social issues. Build an argument and prepare awareness campaigns.
Projects · presentations · collective action
"Dad, shall we check together before we buy?"
The programme gets families talking: children share what they have discovered and their good reflexes with their parents.
Activities that extend classroom teaching, without replacing the official curriculum.
Citizenship: respect, responsibility, commitment.
Digital literacy: sources, data, AI, disinformation.
Languages and arts: visual identity, storytelling, drama, public speaking.
Technology: prototyping, measuring and experimenting.
Sustainability: product risks, reuse, ecology.
Economics: copyright, trademarks, consumption.
A journey in 3 steps: discover, investigate, then put it into practice.
Reading the comic, watching the cartoon, discussions, debates and educational games. A teacher kit and a pupil kit support every session.
Observe everyday life, gather clues, tell facts from assumptions, then present the findings out loud.
A hands-on, interactive game to understand a product's journey to market and link good reflexes to intellectual property.

A guided creative journey combining arts, design, innovation and intellectual property.
Imagine and make something (drawing, design, sewing, upcycling), and understand the difference between inspiration, copying, trademarks and designs.
Spot an everyday problem, prototype a solution, and discover invention, innovation and patents.
A dice game to invent characters, worlds and continents, then understand copyright.



Taking action through drama: a creative, collective extension of everything the pupils have learned.
Imagine an everyday situation, write a sketch, cast the roles and rehearse.
Scenes in class, a performance at school, a family evening or forum theatre with a debate.
Pupils in turn become ambassadors to their classmates and families: the programme fuels conversations at home.

Our facilitators draw on them to adapt each session to the pupils' age and to the venue. Nothing extra to choose or order.
A card game of causes, consequences and solutions that leads to the "Watchers' plan".
Shop with a pretend budget while checking authenticity, then discover the consequences of your choices.
Play as Noura and make choices: check the origin, report a fake website, recycle.
An escape game to track down the counterfeiters.
Create, sign and protect your work: copyright in practice.
Imagine a comic page with the Watchers and tell your own investigation.
Weigh up price, quality, safety and impact to make the right choice.
The link between counterfeiting, the environment and health, in questions.
A trail to discover creations and know-how worth protecting.
Stands, exhibitions of real and fake products, comic giveaways, games and anonymous questionnaires: the Club also sets up in public spaces, trade fairs and sports events.
Already done at La Poste Paris Louvre, at trade fairs and at sports events. Indoor or outdoor formats, in French or in English.



Companies and institutions sponsor classes; schools welcome the Club free of charge.
Fund Watchers classes and receive an impact report with figures. Three simple packages.
Schools & teachersWelcome the Club into your classes free of charge, from nursery school to secondary school.
Young people & familiesSpotted a fake? Alert the Watchers in 4 steps, without taking any risks.