Investigação, Desenvolvimento e Inovação · Em Execução

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

UNIVERSIDADE DE AVEIRO

Fundo aprovado
211 874,40 €
Fundo executado
0,00 €
Fundo pago
21 187,44 €

Esta ficha organiza os campos que o Portugal 2030 publica sobre a operação: financiamento aprovado, execução administrativa, enquadramento e território. O mérito da candidatura e os resultados no terreno não constam desta fonte.

COMPETE2030-FEDER-00771400

O QUE FOI APRESENTADO

Finalidade da operação

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…

Ler a descrição publicada na íntegra

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.

PROGRAMA E OBJETIVOS

Como a operação está enquadrada

Programa
Programa Inovação e Transição Digital
Fundo
Fundo Europeu de Desenvolvimento Regional
Objetivo estratégico
+ Inteligente
Objetivo específico
Reforçar a investigação, inovação e adoção de tecnologias avançadas.
Área temática
Investigação, Desenvolvimento e Inovação
Atividade económica
Investigação e desenvolvimento das ciências sociais e humanas
Modalidade
Subvenção
Taxa de cofinanciamento
85%

ONDE

Distribuição territorial publicada

AveiroRegião de Aveiro · Centro
100% da localização

Localização observada no ficheiro de 31 de agosto de 2026.

QUANDO

Calendário publicado

Início previsto
1 de dezembro de 2025
Início efetivo
2 de dezembro de 2025
Conclusão prevista
16 de novembro de 2028
Conclusão efetiva
Não indicada

PROVENIÊNCIA

Fonte oficial e datas de corte

Operação e valores: 31 de agosto de 2026. Localização: 31 de agosto de 2026.

Consultar o portal oficial Portugal 2030 ↗Capturas validadas por SHA-256; fonte verificada em 21 de setembro de 2026.