Children increasingly spend time in digital environments, but digital education often focuses on technical skills rather than values, rights and ethical behaviour. We created Digital Values Education to bridge this gap by integrating digital literacy with values education and children's rights. Our aim is to help children recognise digital risks, understand their rights and responsibilities, and apply values such as fairness, respect, privacy, honesty and responsibility in their digital lives.
Digital Values Education is implemented as a connected learning experience. Students first explore digital rights, risks and values through interactive activities. They then learn through a digital game developed with Unreal Engine, a digital storybook created with StoryJumper, and AI-supported songs created with SUNO AI. Presentations and discussions reinforce learning, while pre- and post-assessments measure change. Families are also involved through the “Digital Children's Rights Convention,” extending learning beyond the classroom.
The innovation has spread through implementation, presentations, promotional activities and sharing of its digital learning resources. After its initial classroom implementation, the model was extended to a wider school community, reaching 1,200 students across two schools. The project has also been shared through presentations, school and educational networks, helping teachers and students discover how the model can be adapted to different learning contexts.
The innovation has evolved from a classroom-based research intervention into a more comprehensive and shareable learning model. We refined the digital learning materials, strengthened the connection between the game, storybook and AI-supported music, and incorporated family participation through the Digital Children's Rights Convention. We also added structured assessment to measure learning outcomes and used feedback from implementation to improve the content and delivery.
Start with a small group of students and introduce digital rights, risks and core values through a short discussion or presentation. Then use the Digital Values Game, digital storybook and AI-supported songs as connected learning activities. Ask students to discuss the ethical choices presented in the activities and relate them to real digital situations. A simple pre- and post-assessment can be used to monitor learning. Finally, involve families through a child-friendly Digital Children's Rights Convention. The model can be adapted to different ages, subjects and available digital tools.
