The programme

More than awareness: a journey in citizenship

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.

Ages 3 → 18

From early learning in nursery school to the end of secondary school, with content adapted to every age.

3 × 2 h

approximately: 3 two-hour sessions in class, with the teacher.

≈ 19

pupils per group for an interactive, hands-on approach.

Zero risk

Supervised investigation: no purchases, no confronting a seller.

4 skills for life

What pupils gain

WérèDigital life

Smart digital citizens

Online safety, data, disinformation, cyberbullying and AI.

NouraConsumption

Smart consumers

Responsible buying, product safety, advertising and risk prevention.

NinonInnovation

Future young innovators

Creativity, design, brands, inventions and respect for intellectual property.

YasmineCitizenship

Responsible future leaders

Ethics, cooperation, sustainability, respect and collective commitment.

Ages 3 to 18

A programme adapted to every age

Content and activities that grow with the pupils' maturity, starting with early learning in nursery school.

Ages 3-6

Awaken

Discover creativity, learn to respect other people's work and recognise simple risky situations.

Early-learning stories · pictures · observation games

Ages 6-9

Discover

Discover creativity and respect for other people's work. Recognise the first risky situations.

Stories · drawings · games

Ages 10-12

Understand

Tackle copyright, question where a product or a piece of information comes from, and learn to check.

Investigations · quizzes · challenges

Ages 13-15

Analyse

Explore online shopping, piracy, fake news, personal data and the risks to health and the environment.

Debates · case studies

Ages 16-18

Argue & act

Go deeper into the legal, economic and social issues. Build an argument and prepare awareness campaigns.

Projects · presentations · collective action

At home

"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.

At school

A cross-curricular programme

Activities that extend classroom teaching, without replacing the official curriculum.

Civics

Citizenship: respect, responsibility, commitment.

Media

Digital literacy: sources, data, AI, disinformation.

Arts

Languages and arts: visual identity, storytelling, drama, public speaking.

Science

Technology: prototyping, measuring and experimenting.

Health

Sustainability: product risks, reuse, ecology.

Law

Economics: copyright, trademarks, consumption.

Phase 01

Understand

A journey in 3 steps: discover, investigate, then put it into practice.

  1. Discover the teaching kit

    Reading the comic, watching the cartoon, discussions, debates and educational games. A teacher kit and a pupil kit support every session.

  2. Investigate: "Become a Watcher"

    Observe everyday life, gather clues, tell facts from assumptions, then present the findings out loud.

  3. Consolidate with the IP Map workshop

    A hands-on, interactive game to understand a product's journey to market and link good reflexes to intellectual property.

Screening the Club's cartoon in a classroom
Phase 02

Create & innovate

A guided creative journey combining arts, design, innovation and intellectual property.

  1. Create and protect your work

    Imagine and make something (drawing, design, sewing, upcycling), and understand the difference between inspiration, copying, trademarks and designs.

  2. Create your innovation

    Spot an everyday problem, prototype a solution, and discover invention, innovation and patents.

  3. Create your story

    A dice game to invent characters, worlds and continents, then understand copyright.

A pupil sewing her creation on a machine
Sewing workshop
A pupil painting a globe made from reused materials
Creating with reused materials
The dice from the Create Your Story game
Create your story
Phase 03

Speak up

Taking action through drama: a creative, collective extension of everything the pupils have learned.

  1. In small groups

    Imagine an everyday situation, write a sketch, cast the roles and rehearse.

  2. An open showcase

    Scenes in class, a performance at school, a family evening or forum theatre with a debate.

  3. Pass it on

    Pupils in turn become ambassadors to their classmates and families: the programme fuels conversations at home.

Pupils performing a play
The Watchers' toolbox

Workshops & games

Our facilitators draw on them to adapt each session to the pupils' age and to the venue. Nothing extra to choose or order.

Flagship
01

IP Map

A card game of causes, consequences and solutions that leads to the "Watchers' plan".

02

The Mystery Market

Shop with a pretend budget while checking authenticity, then discover the consequences of your choices.

03

Interactive digital game

Play as Noura and make choices: check the origin, report a fake website, recycle.

04

The Clue Hunt

An escape game to track down the counterfeiters.

05

The Creators' Challenge

Create, sign and protect your work: copyright in practice.

06

Create your comic

Imagine a comic page with the Watchers and tell your own investigation.

07

The Consumer's Scales

Weigh up price, quality, safety and impact to make the right choice.

08

Counterfeit Eco-Quiz

The link between counterfeiting, the environment and health, in questions.

09

Culture & Heritage Rally

A trail to discover creations and know-how worth protecting.

Beyond school

Activities & events

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.

Visitors around the stand at La Poste Paris Louvre
La Poste Paris Louvre
The Watchers' Club stand at a trade fair
The Club's stand
Visitors at a trade fair
Trade fair