Thrive

Thriving through Reflection on Digital Engagement for Learning and Well-being

Factsheet

Situation

THRIVE addresses one of Europe’s most pressing educational challenges: understanding and guiding adolescents’ self-reflective use of digital technologies in the era of generative AI. The project’s central aim is to provide a comprehensive, evidence-based understanding of how digital practices affect adolescents’ self-regulated learning (SRL) and emotional well-being. These insights will be transformed into scalable interventions and actionable guidance for schools and policymakers.

Course of action

To achieve this, THRIVE employs a four-phase methodology (CUES): Capture baseline evidence on 4,000 adolescents (ages 14–16) in 30 schools across seven countries through mixed-methods surveys, guided self-reflections, and teacher/school-leader inputs. Understand digital practices and derive design patterns using computational analysis of youth reflections, followed by randomized controlled trials of two AI-supported reflective interventions (intelligent tutoring, adaptive feedback) embedded in an open-source tool (ORBITA). Empower schools by synthesizing results into the European Adolescence Well-being Intervention Framework (AdWell), supported by playbooks and policy guidelines. Scale impact through open science dissemination, the European School Digital Well-being Network (E-Well+ connect), Erasmus+ teacher training, and FAIR/CESSDA-compliant open resources.

Result

THRIVE directly benefits study participants, transforming them from research subjects into active beneficiaries. By embedding adolescent voices, ensuring equity across gender, socio-economic and disability groups, and applying value-sensitive AI design, THRIVE delivers robust scientific evidence and practical tools that foster digital agency, metacognitive skills, and resilience. In line with Horizon Europe priorities on digital education, well-being, and inclusion, THRIVE equips Europe with data-driven, scalable solutions to promote healthy, self-regulated use of technology in schools.

This project contributes to the following SDGs

  • 3: Good health and well-being
  • 4: Quality education