The impact of the use of digital tools outside school and for communication on educational outcomes and mental health
Europese Commissie
Beleidsmakers en onderwijsprofessionals die willen weten hoe sociale media en gamen de schoolprestaties en mentale gezondheid van jongeren beïnvloeden.
Ook bekend als HORIZON-CL2-2026-01-TRANSFO-04, HORIZON-CL2-2026-01, Culture, Creativity and Inclusive Society 2026
Waar is deze subsidie voor?
Expected Outcome: Projects should contribute to all of the following expected outcomes: Provide policymakers, education practitioners and citizens with a solid understanding of how social media, video gaming and other leisure uses of digital tools relate to the educational outcomes of young people, including through their impact on well-being and mental health. Generate rigorous, policy-relevant evidence about policies and practices aiming to inform and regulate young people’s use of digital tools for non-educational purposes, such as smartphones, at school. Develop actionable advice for policymakers and citizens about how to promote young people’s healthy use of digital tools for leisure, both at school and outside school. Describe and quantify the relationships of using digital tools for leisure and communication with students’ motivation, study habits, attention span and concentration, time management, engagement, social integration and overall well-being. Scope: The increasing prevalence of digital devices in young people’s life has raised concerns about the potential impacts of the use of digital tools for leisure and communication on primary-, secondary- and higher education students’ well-being and educational outcomes[1]. “Digital distraction” is emerging inter alia as a potential threat to academic performance and several countries have started to regulate the use of smartphones at school. There is still limited evidence on the interrelation between the use of digita…
Voor wie is het bedoeld?
Beleidsmakers en onderwijsprofessionals die willen weten hoe sociale media en gamen de schoolprestaties en mentale gezondheid van jongeren beïnvloeden.
Waarvoor kunt u subsidie krijgen?
- Digitale tools mentale gezondheid jongeren
- Sociale media schoolprestaties impact
- Gezond gamen en concentratie
- Schermtijd scholieren welzijn
Kom ik in aanmerking?
De eisen uit de regeling. Uw situatie bepaalt of u voldoet; dit is geen beschikking.
Zo vraagt u aan
Zoals beschreven door de verstrekker. Onvolledig? Controleer altijd het officiële loket.
Naar het aanvraagloketOpenstellingen en rondes
- Start
- 12 mei 2026
- Sluit
- 23 sep 2026
- Budget
- -
- Verdeling
- Tender
Bronnen en actualiteit
“Expected Outcome: Projects should contribute to all of the following expected outcomes: Provide policymakers, education practitioners and citizens with a solid understanding of how social media, video gaming and other leisure uses of digital tools relate to the educational outcomes of young people, …”
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