
The COVID-19 pandemic has dramatically impacted the educational sector, accelerating the process of digitalization of the
educational offer of a large majority of schools in Europe. School Institutions and the wider education sector have a great role to play in equipping students with tools that make them more succesful in managing their online lives, as a means of ensuring their personal wellbeing and avoiding the related risks. While the development of digital skills has been focusing primarily on how to technically operate technologies, now it became an important task for the school system to develop skills to limit and channel this use. Schools can be major players in the development of a critical and balanced use of the media in daily life, that is to say of a status of digital wellbeing. This project aims, through the activities produced as part of the project, to equip teachers with good practices to promote digital wellbeing at school. In addition, the project aims to raise the awareness of high school students regarding their digital wellbeing, in an attempt to improve it.
Main objevtives of the project:
1) Providing school institutions with a sound scientific background, guidelines, templates, a common language and a
reference point, enabling them to implement policies for the promotion of Digital Wellbeing and cross-border discussion and
exchange of good practices. (Project Result 1)
2) Up skilling teachers in confident use of digital education, enabling them to plan specific and transversal activities for the
development of digital wellbeing skills among the students. (Result 2)
3) Creating a repository of learning activities (including assessment tools) with reference to the DIGCOMP 2.0 areas to
facilitate the implementation of Digital Wellbeing practices at class level and mainstreaming Digital Wellbeing skills in
teaching practices around Europe. (Result 3).
4)Promoting individual reflection on the concept of digital wellbeing by developing an online game, which will enable students
to reflect on their relationship with digital technology and help them identify possible risks (Result 4).
• to digitalize VET training for trainers, giving them not only tools, but methodologies, guidelines and platforms for being used in their daily work in a collaborative manner.
• to foster the involvement of all the stakeholders who have an interest in the innovation and quality in VET at a national and international level (e.g. companies, institutions and policy-makers, organizations representing the business world, VET centers etc.), to shape VET provision through a virtual cooperation platform and a Public Ranking Tool.
7 partners fron 6 European Countries:
- Associazione Nazionale Dipendenze Tecnologiche GAP e Cyberbullismo ODV- Italy
- Asteres scrl – società cooperativa – Italy
- CEPROF – CENTROS ESCOLARES DE ENSINO PROFISSIONAL LDA- Portugal
- IES TORRE ALMIRANTE – Spain
- IES TORRE ALMIRANTE – Cyprus
- WIDE Services – Greece
- OSMANIYE IL MILLI EGITIM MUDURLUGU- Turkey

This publication (communication) reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. [Project number:2021-1-IT02-KA220-SCH-000032599 ]