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Project Portugal 2030

Edu4HEALTH - Novos Desafios de Educação para a Saúde e Bem-estar, um projeto de investigação e formação com Realidade Aumentada e estratégias de Gamificação para escolas

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Project sheet

Project name

Edu4HEALTH - Novos Desafios de Educação para a Saúde e Bem-estar, um projeto de investigação e formação com Realidade Aumentada e estratégias de Gamificação para escolas

Financing amount

211,9 thousand €

Executed amount

0 €

Policy Objectives

+ Inteligente

Expected start date

01.12.2025

Expected end date

16.11.2028

Specific objective

Reforçar a investigação, inovação e adoção de tecnologias avançadas.

Modality

Subvenção

Operation code

COMPETE2030-FEDER-00771400

Summary

The main challenge of Edu4HEALTH is to develop a TECHNOLOGY-ENHANCED INTERVENTION for use in schools to promote the physical, mental, and social health, and overall well-being of young people aged 13-16, who are considered to be the most vulnerable group. The aims are to demystify mental health problems, and to promote health literacy by encouraging the adoption and maintenance of person-centred healthy lifestyles, through the use of innovative and holistic approaches to health promotion and disease prevention. The project is in line with the NATIONAL STRATEGY FOR INTELLIGENT SPECIALISATION, namely digital transition; society, creativity and heritage; health, biotechnology and food; and great natural assets by articulating TECHNOLOGY, EDUCATION, and HEALTH. The RESEARCH QUESTION is: How does Edu4HEALTH, a TECHNOLOGY-ENHANCED INTERVENTION applied in schools based on mobile augmented reality games and gamification strategies, promote the development of personal and social competences, active participation competences and competences in non-formal settings, ensuring adequate preparation for the promotion of health and well-being in PHYSICAL, MENTAL, and SOCIAL terms? To answer the question, the project will create, develop, and validate a theoretical framework based on an INNOVATIVE APPROACH TO EDUCATION FOR HEALTH AND WELL-BEING in schools. The aim is to provide GAME-BASED LEARNING INTERVENTIONS for schools with tools based on gamification principles. The tools will be co-created by the research team, teachers and students of the School Cluster with a protocol within this project. The tools will be integrated into the App4Health, which will be asked for a patent and made available to all, with potential for innovation in health education [13]. The tools could include DAILY CHALLENGES provided by a 3D virtual mascot that accompanies students at different times of the day, acting as a friend. They could also provide MULTIDIMENSIONAL GUIDANCE on nutrition, breathing exercises, stress management training, and mental and social support. All of these features include GAME MECHANISMS and elements in non-game contexts to motivate students, initiate participatory processes and enhance the user experience. The app also includes digitally-enabled solutions based on OUTDOOR GAME-BASED LEARNING interventions [14, 15] placed in natural environments, which can be effective tools for learning while promoting healthy lifestyles. The app also integrates an SOS HELP feature for reporting risky behaviour, which leads to help contacts. Workshops for teachers, students, and parents will be organized to promote a deeper understanding of the factors that influence health and well-being and to raise community awareness of the importance of good health and healthy lifestyles. Finally, an INTERACTIVE ACTION PROGRAMME for schools [13] will be developed in the form of a PEDAGOGICAL GUIDEBOOK with augmented reality content produced along the project. The book can be adapted to different school levels and will include topics in line with national and international guidelines, such as violence prevention, nutrition education, physical activity, addictive behaviours, sexuality, family, and rights. In summary, the project aims to establish and maintain school systems that promote physical, mental and social health. Furthermore, the project aims to foster safe and INCLUSIVE LEARNING ENVIRONMENTS free from all forms of violence, bullying, stigma, and discrimination.

Beneficiaries

Main beneficiary

Applications

The Calls for Applications provide an opportunity for public and private entities to obtain financing for projects that boost the Portuguese economy. Each notice defines a specific value for investment, made available to beneficiaries through bidding or invitation.

Projects submitted to the competition are evaluated by specific entities, based on selection criteria established in the registration notices. When applicable, evaluation grades are assigned to projects.

Final grade on the application

Notapplicable

Operation code

MPr-2023-12

Name of the notice

SACCCT – Projetos de Investigação Científica e Desenvolvimento Tecnológico (IC&DT) - Operações Individuais e em Copromoção

Geographic distribution

Financiamento total do projeto

211,9 thousand €

Percentage of value already executed for the implementation of projects

0 %,
Where the money was invested

By county

1 county financed .

  • Aveiro 211,87 thousand € ,
Source AD&C
31.12.2025
All themes
Transparency without leading