Exergaming
Movement made engaging. Gamified physical activity, including AR and VR, that lowers the barrier for students who avoid traditional sport.
Seven partners, five countries, 2025–2028. NEXT-VET builds movement-based and self-regulation tools into vocational education, tests them in real classrooms, and publishes what works.
Movement made engaging. Gamified physical activity, including AR and VR, that lowers the barrier for students who avoid traditional sport.
Real-time feedback on brain activity that trains focus, stress management and self-regulation — skills that outlast the classroom.
Every intervention is measured before and after, in five countries, so what we publish is what we found rather than what we hoped.
The first major output of NEXT-VET compares student well-being in vocational education across five countries.
Data collection on student well-being, motivation and physical activity begins at VET institutions in all five partner countries.