How GoINNO helps
GoINNO contributes practical learning design, educator engagement, pilots, dissemination-ready outputs and clear documentation for European project work.
Health literacy and prevention education
GoINNO can support health-related consortia that need to translate complex preventive, scientific or digital-health topics into practical learning experiences.
GoINNO's completed Erasmus+ experience is documented in the project library. Horizon Europe, EU4Health and Digital Europe content describes relevant capabilities and proposal fit, not completed-project claims.
Practical direction
GoINNO contributes practical learning design, educator engagement, pilots, dissemination-ready outputs and clear documentation for European project work.
3 documented project examples connect this topic to GoINNO's work.
Open the partner profile or contact GoINNO when assessing fit for a proposal, pilot or training activity.
Health education readiness
For EU4Health-style proposals, GoINNO should be framed as an education and engagement partner that can support health literacy, prevention education, digital health skills and life-science communication.
GoINNO is not presented as a medical provider. Its contribution should stay in education, engagement, learning design and science communication.
GoINNO can help create facilitator guides, lesson activities, youth resources, adult-learning formats and public-facing learning content.
Relevant project links include wellbeing, sex education, vaping prevention, digital skills and inclusive learning resources.
GoINNO can support communication, education and training tasks while clinical, medical or diagnostic work remains with qualified health partners.
Related evidence
WellME uses a web-based serious game and youth co-design to help adolescents understand the risks of vaping and tobacco while supporting youth workers with modern digital methods.
SkillsXcellerateSkillsXcellerate equips youth and youth workers with entrepreneurship, growth mindset and business planning resources that support young people on their path to independence.
AR4STEMAR4STEM created augmented-reality STEM materials and teacher guidance to make science learning more interactive while encouraging girls to see themselves in STEM careers.
Digital platformProject output: Online educational video game on vaping and tobacco consequences from WellME.
Digital platformProject output: Enhanced youth worker competencies in digital and gamification methodologies from WellME.
Digital platformProject output: Improved youth engagement and knowledge about e-cigarette and tobacco risks from WellME.