# NEXT-VET Project: Integrating Well-being into Vocational Education via neurofeedback and exergaming

> The project aims to support students’ concentration, resilience, and motivation while providing teachers with practical digital tools to promote student well-being.

## Project Overview
The European Erasmus+ and KA220 NEXT-VET project launched on November 1, 2025, with the goal of making well-being an integral part of vocational education through new digital innovations. The project supports students’ concentration, resilience, and motivation, with a special focus on students at risk of dropping out.

## Savonia University of Applied Sciences' Role
Savonia acts as a key expert organization, leveraging its background in wellness, health sciences, digital learning, gamification, and teacher education. Key responsibilities include:
*   Reviewing existing exergaming and neurofeedback interventions.
*   Developing educational materials for teachers to apply these interventions in vocational teaching.
*   Creating gamified learning solutions and exergaming models.
*   Integrating exergaming expertise into degree programs (e.g., physiotherapy) to prepare students for professional practice in rehabilitation.

Savonia utilizes its multidisciplinary research expertise in cognitive and emotional well-being and stress management, collaborating with hospitals, sports federations, and educational institutions to ensure evidence-based results.

## Neurofeedback
Neurofeedback is a drug-free, non-invasive method that trains the brain using computer-assisted programs. 
*   **Methodology:** Brain activity is measured via EEG sensors, providing real-time visual, auditory, and tactile feedback. Positive feedback rewards the brain for reaching an optimal state.
*   **Benefits:** Supports self-regulation, improves concentration, reduces stress, and enhances emotional regulation.
*   **Applications:** It helps calm the amygdala and activate the prefrontal cortex, making it a useful tool for students struggling with attention or stress.

## Exergaming
Exergaming combines physical activity with digital gaming, requiring bodily movement to play.
*   **Engagement:** It serves as a tool to boost motivation and physical activity, particularly for groups less attracted to traditional exercise.
*   **Accessibility:** Exergaming can be adapted for individuals with diverse physical abilities and functional limitations, supporting more equal engagement in physical activity and rehabilitation.

## Project Partners
The project involves broad European collaboration:

**Vocational Education:**
*   ROC van Amsterdam (Netherlands)
*   Three-Campus Sports Institute (Finland)
*   ESAB Berufliche Schule Potsdam (Germany)
*   CEES VIC (Spain)
*   ENSINUS (Portugal)

**Higher Education:**
*   ESAB Fachhochschule (Germany)
*   Savonia University of Applied Sciences (Finland)

**Research Institute:**
*   Mulier Institute/Sport Data Valley (Netherlands)

The project is led by ROC van Amsterdam.

## Monitoring and Quality Assurance
The project utilizes a monitoring framework to ensure quality and impact:
*   **Progress Tracking:** Ensures activities meet deadlines and deliverables.
*   **Quality Assurance:** Guarantees outputs meet high standards and align with objectives.
*   **Outcome Evaluation:** Measures the extent to which the project achieves its goals.

## Authors
*   **Salla Lommi:** NEXT-VET Neurofeedback and Exergaming Vocational Education, project manager in Savonia, Wellness Center service coordinator.
*   **Sami Partanen:** RDI Specialist in Exergaming, Gamification and Health Technologies (NEXT-VET, InnoGS, WellbeingVerse Services), Savonia University of Applied Sciences; Lecturer in Physiotherapy; Member of the Wellbeing Research Team.

## References
*   7.11.2025. Kick off material: Enhancing Student Well-being in Secondary Vocational Education through Data-Driven Interventions with Exergaming and Neurofeedback.
*   2018. Benzing, Valentin & Schmid, Mirko. Exergaming for Children and Adolescents: Strengths, Weaknesses, Opportunities and Threats. 21.11.2025. Available: [Exergaming for Children and Adolescents: Strengths, Weaknesses, Opportunities and Threats – PMC](https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6163633/)
*   2022. Hupli, Antti. Tutkimuskatsaus. 21.11.2025. Available: [Asiantuntijalääkäri Antti Huplin tutkimuskatsaus, 17.03.2022 – Nemoy](https://nemoy.fi/asiantuntijalaakari-antti-huplin-tutkimuskatsaus-17-03-2022/)