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GAME - videoGAme to improve Mental hEalth

2022-1-IT02-KA220-SCH-0000868372022Cooperation partnerships in school educationfinalized
Countries: IT|BG|PT|EL · Grant: €250,000
Preventing early school leaving and failure in educationInclusion of marginalised young peoplePhysical and mental health, well-being

Objectives

In line with the context described above, the project aimed to raise awareness and improve the mental health of young people through the use of an innovative and holistic pedagogical approach. The primary objective was to create a tool that could improve perceived stress and anxiety. The project intended to implement a series of educational activities and tools focused on promoting resilience, developing coping skills, and acquiring strategies for managing stress and anxiety. In addition, the project aimed to raise awareness not only among young people but also among the school community, providing them with tools and resources to recognize signs of distress and intervene effectively and promptly.

Background

The project idea arose from the observation that in recent years, the mental health of adolescents has deteriorated significantly: in 2019, approximately 9 million adolescents suffered from mental disorders. Anxiety, stress, and depression are among the main causes of ill-being among adolescents, exacerbated by recent crises (pandemic, wars, economic crises). These problems are often exacerbated by social stigma, academic pressure, and peer pressure. Anxiety, stress, and poor mental health are among the main causes of school dropout for students between the ages of 16 and 18. In Italy, for example, 30% of adolescents at risk of dropping out suffer from these problems. Teachers and educators do not always have the tools to recognize students suffering from such disorders and to talk about mental health in the classroom. They need tools to help them identify and support students who show symptoms of stress and anxiety.

Project partners (4)