Project Description

Children today are overweight and heading for early diabetes and increased risk of heart disease. The vast majority of children are overweight simply because they eat too much sugary and fatty food. Governments have invested into well-meaning projects, which aimed to change children’s eating habits or encourage them to take more exercise and restrictions have been imposed for food and soft drink product advertisements to children in broadcast or non-broadcast media. However, they failed to curb online advertising of junk foods to children. Obese children or children of low media literacy (migrant children) are particularly vulnerable to advertising and need to be shielded against unhealthy influences by developing an understanding on how advertisements work and how they influence choice. 

ANEMELO has as primary objective to produce approaches and tools to help those working with children reach out to them with a view to help them adopt a healthier lifestyle by identifying, understanding and repelling the messages behind online advertising disguised under games, social networks, cartoons, competitions, etc. 

Three schools, a pedagogical department of a university, a foundation dealing with the influence of ICT in children, a European network promoting digital technologies in E&T and a company offering bespoke software development services to governmental agencies and private companies. 

The main objective will be achieved through the following activities leading to concrete results: 
– Elaborate and validate a didactical approach to train children on the identification and interpretation of online advertising which promotes the adoption of unhealthy nutritional choices. 
– Design and develop an Augmented Reality game based on the didactical approach which will be used by educators to train children to identify online advertising hidden behind the online activities they engage on. 
– Create and manage an educational website to inform about healthy diet and nutrition and to promote a healthier lifestyle to be used by professionals working with and for children. 
– Provide the necessary resources and tools about obesity and the dangers of online advertising (eg banner advertising, commercial/branded websites, ‘advergames’, branded downloads, data collection, e-cards & viral ads, advertising & social media and cell phone advertising). 
– Design campaigns to improve the take-up of sports by children and raise awareness of the importance of good nutrition and diet. 
– Reach out to schools with the aim of increasing physical activity and making the healthy option available (e.g. responsible snacking in vending machines and day- to-day healthy lifestyle). 
– Develop and test a set of ‘best practices’ & recommendations. 

An iterative methodology under which three versions of results will be produced in three iterations. After each iteration the results will be validated in workshops with teachers and children and based on the conclusions the next iteration will be planned. 

– 5 country reports on the state of play in the participant countries and a European Overview report on the use of AR in the classroom. 
– Curriculum infused with Augmented Reality and digital resources to improve the quality of teaching and learning with regards online promotion and its relation to child obesity (EN, EL, IT, PL). 
– AR Content Management System to facilitate the creation of captivating content by teachers. 
– Pedagogical methodology for teachers to engage into a leaning dialogue with children while teaching the content 
– Educational Game about online promotion and unhealthy food choices. 
– Online Resources under creative commons license. 
– Publications, conference, promotional videos, online campaigns, recommendations programme. 

The target groups in the life of the project comprise professionals (teachers, social workers) working with children of 11 – 16 years. Apart from these direct target groups, the beneficiaries comprise also indirect target groups such as schools, children’s associations and organisations, policy makers and educational stakeholders deciding about subjects covered by school curricula, parents, children’s curriculum developers, etc. After the life of the project and subject to the delivery of concrete results, more target groups become relevant, such as commercial organisations producing serious games and AR games for educational purposes, universities with pedagogical departments, media and online advertising agencies that want to act more responsibly with regards to advertising targeting under 16 years, etc. 

Expose the dangers of online advertising (banner advertising, commercial/branded websites, ‘advergames’, branded downloads, data collection, e-cards & viral ads, advertising & social media and cell phone advertising) and reveal their relation to obesity through influencing the nutritional choices of children.