C 469/26
EN
Official Journal of the European Union
9.12.2022
61.
Consider promoting well-being in digital education as part of the annual Digital Education Hackathon; 62.
Raise awareness among all relevant stakeholders, e.g. designers of digital tools and services, such as the education technology sector (EdTech) and those focused on cybersecurity, on integrating user-friendly approaches and solutions which would support learners’ and educators’ well-being in digital education.
Raise awareness among all relevant stakeholders who develop digital education content on integrating the aspect of well-being not only in the content itself but also in teaching and learning processes. 63.
Support the use of EU programmes, such as Erasmus+, the European Social Fund Plus, the European Solidarity Corps, Horizon Europe and the Digital Europe Programme for promoting learners’ and educators’ well-being in digital learning environments and the use of advanced digital technologies, e.g. for learners with disabilities and/or special educational needs, as well as the development, testing and deployment of gamification, educational solutions based on AI, and extended reality technologies such as augmented/virtual reality for pedagogical purposes; 64.
Reflect the need for a holistic, integrated and sustainable digital education ecosystem in the Member States that promotes quality and inclusion and fosters well-being in digital education in the ongoing implementation of the Digital Education Action Plan (2021-2027) and the upcoming proposals for a Council Recommendation on the enabling factors for digital education and a Council Recommendation on improving the provision of digital skills in education and training.