The impact of the use of digital tools outside school and for communication on educational outcomes and mental health
EU-wide research funding on the effects of recreational use of digital media on learning and health aspects among primary, secondary, and university students. Project proposals can be submitted until 23.09.2026.
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Grant criteria
Funding objective
The goal is to obtain evidence-based insights into the impact of social media, video games, and other digital leisure activities on the educational performance and mental health of children, adolescents, and students in Europe. The results are intended to develop policy recommendations and practical strategies for a healthy and supportive use of digital tools.
Eligible expenses
- Personnel expenses
- Travel and subsistence costs
- Material costs (consumables, equipment)
- Subcontractor services
Non-eligible expenses
- Acquisition of real estate
- Retroactive costs
- Debt repayment
Eligible to apply
- Educational Institutions
- Companies
- Non-profit Organizations
- Public Institutions
Funding requirements
- Institution in an EU Member State or associated country
- Participation in a consortium of at least three independent legal entities from three countries
Documents required for application
- Application Part A
- Application Part B (PDF)
- Detailed Budget Plan (Excel)
- Cover Letter from the Coordinator
Evaluation criteria
- Excellence (Scientific quality and innovative approach)
- Impact (Expected impacts and dissemination strategy)
- Quality and efficiency of the implementation (Project planning and consortium competence)
Description
The EU-wide funding program “The impact of the use of digital tools outside school and for communication on educational outcomes and mental health” supports research consortia from at least three independent institutions in three different EU Member States or associated countries. Educational institutions, companies, non-profit and public organizations can submit applications until 23.09.2026. The focus is on evidence-based studies regarding the leisure use of digital media (smartphones, social media, gaming) by pupils at primary, secondary, and tertiary levels as well as students. The research examines how various forms of digital leisure activities influence learning and health outcomes—such as attention span, motivation, social integration, and mental well-being. The program promotes excellent, interdisciplinary approaches that combine methodologically sophisticated experimental, quasi-experimental, and qualitative methods. A successful application requires a consortium of at least three institutions, detailed budget plans, and an exploitation and dissemination plan.
Personnel costs, travel expenses, material costs, and subcontractor services are funded at 100%. The grant amounts to €3,000,000 to €4,000,000 per project, with funding rates of up to 100%. Retroactive costs, real estate acquisitions, and debt repayment are excluded. Submission is electronic via the EU Funding & Tenders Portal, comprising a Part A (online form) and Part B (PDF). Applications are evaluated based on the criteria of excellence, impact, and quality and efficiency of implementation. The objective is to develop practical policy recommendations and intervention strategies for a healthy use of digital tools in school and leisure contexts.