Forthcoming

The Impact Of The Use Of Digital Tools Outside School And For Communication On Educational Outcomes And Mental Health

HORIZON Research and Innovation Actions

Basic Information

Identifier
HORIZON-CL2-2026-01-TRANSFO-04
Programme
Culture, Creativity and Inclusive Society 2026
Programme Period
2021 - 2027
Status
Forthcoming (31094501)
Opening Date
May 12, 2026
Deadline
September 23, 2026
Deadline Model
single-stage
Budget
€12,000,000
Min Grant Amount
€3,500,000
Max Grant Amount
€4,000,000
Expected Number of Grants
3
Keywords
HORIZON-CL2-2026-01-TRANSFO-04HORIZON-CL2-2026-01Education, general (including training, pedagogy, didactics)

Description

Expected Outcome:

Projects should contribute to all of the following expected outcomes:

  • Provide policymakers, education practitioners and citizens with a solid understanding of how social media, video gaming and other leisure uses of digital tools relate to the educational outcomes of young people, including through their impact on well-being and mental health.
  • Generate rigorous, policy-relevant evidence about policies and practices aiming to inform and regulate young people’s use of digital tools for non-educational purposes, such as smartphones, at school.
  • Develop actionable advice for policymakers and citizens about how to promote young people’s healthy use of digital tools for leisure, both at school and outside school.
  • Describe and quantify the relationships of using digital tools for leisure and communication with students’ motivation, study habits, attention span and concentration, time management, engagement, social integration and overall well-being.
Scope:

The increasing prevalence of digital devices in young people’s life has raised concerns about the potential impacts of the use of digital tools for leisure and communication on primary-, secondary- and higher education students’ well-being and educational outcomes[1]. “Digital distraction” is emerging inter alia as a potential threat to academic performance and several countries have started to regulate the use of smartphones at school.

There is still limited evidence on the interrelation between the use of digital tools for leisure in-school or out-of-school and educational performance, in both primary and secondary education, because most of the existing literature is purely correlational, or only focuses on effects on well-being. Moreover, most existing research is from extra-EU contexts, which may limit the transferability of findings to EU education and training systems.

Several interrelated research questions remain to be addressed, such as:

  • Which types of digital device use do pupils perform during school and do their digital activities differ depending on different contexts (i.e., during class, during breaks or between classes)?
  • How do different activities (e.g. playing games vs. chatting with a parent), on different devices, with different time durations of use, relate to students’ attention span and concentration as well as general school motivation?
  • How does frequent smartphone, social media use and other online leisure activities (such as video games) impact students’ attention span, concentration, memory and relational capacities?
  • How can schools, educators and parents balance the use of those tools to enhance, rather than hinder, educational performance and students’ well-being?
  • What is the potential for addiction when using digital tools and what are the decisive factors for this on the part of the design of tools on the one hand and on the part of the users on the other?
  • How can digital leisure activities contribute to skills development, such as problem-solving and digital literacy and what is the transferability of these skills into education? How do these benefits compare with potential harm?
  • What is the role of parents and educators in guiding digital leisure activities? Explore parental digital literacy and its impact on the use of digital devices by the youth.

Proposals should explore the complex, context-dependent ways in which different forms of digital leisure affect attention, motivation, creativity, learning habits, critical thinking, and socio-emotional skills. They should consider variations across age groups, socio-economic backgrounds, cultural contexts, and types of digital engagement and include students with disabilities.

Proposals should apply rigorous experimental and/or quasi-experimental methods for their analysis and could complement them with experience sampling research, survey research methods and qualitative research methods. Close cooperation with educational authorities, educational institutions and educators in analysing existing policies and practices is essential. Proposals should also include the opinions of young people and other relevant stakeholders, such as media literacy organisations, for example, in the form surveys, interviews, consultations, as part of the data collection. Proposals could apply interdisciplinary approaches (including from SSH disciplines), combining insights from economics, sociology, neurosciences, communication science (media psychology) and pedagogy. Clustering and cooperation with other selected projects under this call and other relevant projects are strongly encouraged.

[1] Cf. European Commission initiative on ‘A comprehensive approach to mental health’ or the call for evidence for an EU Action Plan Against Cyberbullying’.

Eligibility & Conditions

General conditions

1. Admissibility Conditions: Proposal page limit and layout

As described in Annex A and Annex E of the Horizon Europe Work Programme General Annexes.

Proposal page limits and layout: described in Part B of the Application Form available in the Submission System.

The page limit for the Part B of the Research and Innovation (RIA) application using lump sum is 50 pages. In addition, it is mandatory to submit a detailed budget table, using the template available in the Submission System.

2. Eligible Countries

As described in Annex B of the Work Programme General Annexes.

A number of non-EU/non-Associated Countries that are not automatically eligible for funding have made specific provisions for making funding available for their participants in Horizon Europe projects. See the information in the Horizon Europe Programme Guide.

3. Other Eligible Conditions

As described in Annex B of the Work Programme General Annexes.

4. Financial and operational capacity and exclusion

As described in Annex C of the Work Programme General Annexes.

5a. Evaluation and award: Award criteria, scoring and thresholds

As described in Annex D of the Work Programme General Annexes.

5b. Evaluation and award: Submission and evaluation processes

As described in Annex F of the Work Programme General Annexes and the Online Manual.

5c. Evaluation and award: Indicative timeline for evaluation and grant agreement

As described in Annex F of the Work Programme General Annexes.

6. Legal and financial set-up of the grants

Eligible costs will take the form of a lump sum as defined in the Decision of 7 July 2021 authorising the use of lump sum contributions under the Horizon Europe Programme – the Framework Programme for Research and Innovation (2021-2027) – and in actions under the Research and Training Programme of the European Atomic Energy Community (2021-2025) [[This decision is available on the Funding and Tenders Portal, in the reference documents section for Horizon Europe, under ‘Simplified costs decisions’ or through this link: https://ec.europa.eu/info/funding-tenders/opportunities/docs/2021-2027/horizon/guidance/ls-decision_he_en.pdf]].

The granting authority may, up to 4 years after the end of the action, object to a transfer of ownership or to the exclusive licensing of results, as set out in the specific provision of Annex 5.

In addition, as described in Annex G of the Work Programme General Annexes.

Specific conditions

As described in the specific topic of the Work Programme.

Frequently Asked Questions About The Impact Of The Use Of Digital Tools Outside School And For Communication On Educational Outcomes And Mental Health

Culture, Creativity and Inclusive Society 2026 (2021 - 2027).
Per-award range: €3,500,000–€4,000,000. Total programme budget: €12,000,000. Expected awards: 3.
Deadline: September 23, 2026. Deadline model: single-stage.
Eligible organisation types (inferred): SMEs, Research organisations.
Admissibility Conditions: Proposal page limit and layout As described in Annex A and Annex E of the Horizon Europe Work Programme General Annexes. Proposal page limits and layout: described in Part B of the Application Form available in the Submission System.
The page limit for the Part B of the Research and Innovation (RIA) application using lump sum is 50 pages.
You can contact the organisers at [email protected].

Support & Resources

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