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.
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.