Health promotion and health education in children through Digital Game-Based Learning

Erasmus+ School EducationCooperation partnerships in school educationID: 2021-1-EL01-KA220-SCH-000034496
EC Contribution
€297,818
Consortium Size
8 orgs
Start Year
2021
Summary

The i-Learn4Health project was initiated to meet urgent and long-standing needs identified in primary education systems across partner countries. The COVID-19 pandemic revealed significant deficiencies in children’s health education and the limited availability of effective digital learning tools. There was a clear need to equip teachers with innovative, evidence-based methods to educate children aged 6–12 on critical issues such as public health, prevention, self-protection, and emotional well-being. Teachers also needed new skills to present these topics in ways that children could easily understand and remember. Digital Game-Based Learning (DGBL) has been recognised as an effective pedagogical tool, yet its practical application remains limited due to insufficient teacher training. Through i-Learn4Health, we sought to strengthen the capacity of primary school teachers by providing specialised training and creating Digital Educational Games specifically designed for health education. The project directly addresses the need for high-quality, inclusive, engaging, and digitally enhanced educational practices, aiming to modernise teaching approaches and foster children's lifelong health awareness and personal development.

Objectives

Through the i-Learn4Health project, we aimed to support primary school teachers in delivering effective health education to children aged 6–12 years. Our goal was not only to train teachers in theoretical aspects of health education, but mainly to show them how to apply Digital Game-Based Learning (DGBL) methods in practice, using the Digital Educational Games developed by the project partners. The main objectives were to:  Enable teachers and children to develop a scientific understanding of health, connecting both traditional and modern concepts;  Equip teachers to deliver high-quality health instruction using curricula that reflect the characteristics of effective health education;  Promote the use of DGBL methods in primary schools, making health education more engaging and accessible. Additionally, the project sought to modernise teaching approaches, foster inclusive and participatory learning environments, and strengthen children's critical thinking and lifelong skills in health awareness and self-protection. By empowering teachers with innovative digital tools and methodologies, the project also aimed to improve educational resilience and adaptability in the face of future health or social crises.

Activities

Throughout the i-Learn4Health project, a wide range of activities were implemented to ensure its successful development and impact. We established a detailed Management and Financial Plan to coordinate all actions, monitor progress, and ensure transparency. A Dissemination Plan was developed and carried out, including promotional activities, newsletters, and social media campaigns to reach all target groups. An Exploitation Plan was created to support the use of project results at national and European levels. Risk Management and Quality Management Plans were prepared to monitor potential risks and guarantee the high quality of deliverables and activities. A Sustainability Plan was developed to guide partners in maintaining the project’s results after its completion. A strong visual identity was created, including the project logo, promotional materials, and a multilingual website to ensure visibility. Educational material and six Digital Educational Games were developed to support health education through Digital Game-Based Learning (DGBL). Multiplier Events were organised to share the results, engage stakeholders, and promote the use of project outputs in schools. Certified training programme for teachers

Impact

The i-Learn4Health project developed several key outputs to support primary school teachers and children in health education. An Electronic Diagnostic Tool was created, consisting of tailored questionnaires for children, parents, and teachers. This tool collects valuable insights into children's daily habits, behaviours, and lifestyles, as well as teachers’ opinions, experiences, and training needs related to Digital Game-Based Learning (DGBL). The project also developed six Digital Educational Games aimed at children aged 6–12. Each game focuses on a specific health topic, matched to the child’s age group, and promotes active, engaging learning in areas such as healthy eating, physical activity, accident prevention, recognising stereotypes, internet safety, and sexual health. An Online Training Program was also designed as a free, self-paced certified course for primary school teachers. It introduces them to the basic principles of health education and DGBL, and offers practical, step-by-step guidance on how to effectively integrate the project’s digital tools into classroom teaching, both in-person and online.

Consortium (8)