English
<< 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.<< 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. << Implementation >>The objectives and results were achieved through the implementation of four work packages. The first WP brought together all the activities necessary for project management (organization of online and face-to-face meetings, general project management, and project evaluation). WP2 concerned project development and was divided into three activities. 2.1 Development of the project's storytelling and design bible. To achieve this objective, existing video games on the subject were analyzed, a questionnaire was distributed to the target group, and mental health support tools available in different national contexts were analyzed. 2.2 Development of the video game for computers, app stores, and play stores.2.3 Trial in classrooms. WP3 concerned the development of a course for teachers and was divided into three activities.3.1 Preparation of content.3.2 Creation of the MOOC platform.3.3 Creation of the trail.Finally, WP4 concerned the communication and dissemination of the project and was divided into two activities:4.1 Communication.4.2 Dissemination.<< Results >>The project outputs included: 2.1.1 Design bible: an internal document describing the characteristics that the video game should have. At the end of the trial (activity 2.3), an external version of the Design Bible was created. The external version describes the narrative choices and psychological reasons behind each mini-game. This allows teachers to use the video game effectively in the classroom.2.1.2 Report on mental health support tools in the different countries of the partnership.2.1.3 Analysis of adolescents' gaming habits and levels of anxiety and stress (scientific publication).2.2 Video game available on the App Store, Play Store, and computers.2.3 Scientific paper analyzing the trial data.3.1 MOOC platform with useful resources for teachers on the topic of mental health. 4.1 Facebook page, Instagram, and website.4.2 Newsletter.4.3 Dissemination events.
