About the project

WellME addresses the rising use of e-cigarettes and tobacco among young people. The project uses health education, interactive technology and gamification to reach technology-savvy youth. The public record connects this work to Young people and adolescents, Youth workers and Youth organisations and health education stakeholders, where Digital learning, Health literacy and Teacher training need to become understandable, motivating and practical for real learning settings.

The project develops a web-based serious video game presenting real-life situations and consequences connected to vaping and tobacco. It also equips youth workers with digital and gamification methodologies to improve youth work quality and recognition. The activity record covers Develop health education assessment protocol with youth-led focus groups and youth advisory board, Create web-based serious video game and Run playtests and youth/youth-worker piloting. The project is developing outputs such as Online educational video game on vaping and tobacco consequences, Enhanced youth worker competencies in digital and gamification methodologies and Improved youth engagement and knowledge about e-cigarette and tobacco risks, with results presented here only where they are supported by the local source record.

Objectives

  • Combat rising e-cigarette and tobacco use among youth.
  • Use gamification and interactive technology for adolescent health education.
  • Equip youth workers with digital and gamified learning approaches.

Main results

The project is currently developing:

  • Online educational video game on vaping and tobacco consequences.
  • Enhanced youth worker competencies in digital and gamification methodologies.
  • Improved youth engagement and knowledge about e-cigarette and tobacco risks.
  • Self-sustaining professional development model for youth work.