Welcome to the website of VIBES!

Virtual reality sports Interaction Between European Schools (VIBES) is an Erasmus+ Sport project that runs from 01/12/2023 to 31/05/2026.

About Us

In the wise words of Plato, ‘The principle on which all life depends is movement’ a notion that resonates deeply in our contemporary world. The VIBES project, rooted in this timeless wisdom, addresses the critical intersection of physical activity, technology, and education. As the World Health Organization (2022) and numerous studies (Caspersen et al., 1985; Piggin, 2020; WHO, 2020; Wong et al., 2022; Musić Milanović et al., 2021) have highlighted, physical activity – encompassing a spectrum of movements within diverse cultural and social contexts – is vital for combating the modern threats of sedentary behavior and noncommunicable diseases.
In this era, where digital technologies, particularly post-COVID-19, play an increasingly dominant role in our lives, VIBES aims to harmonize these seemingly divergent realms of Virtual Reality (VR) and physical activity. With VR’s unique capabilities of immersion and presence, its application in entertainment, medicine, education, and notably sports, is revolutionary (Wang et al., 2018). The project explores the promising domain of VR in sports, particularly active VR sports, a hybrid of physical exertion and electronic gaming.
The global wave in online gaming and the exponential growth of the VR industry, now valued at $12.13 billion, set the stage for VIBES. Our initiative specifically targets the potential of VR in engaging youth, especially those with lower socio-economic backgrounds, in physical activities. Recent research (McMichael et al., 2020; Alamiri et al., 2019) supports the effectiveness of VR exergaming in promoting physical and mental health among adolescents.
VIBES is not just about introducing new technology into sports; it is about a cultural shift towards health and wellness, about instilling physical literacy (Whitehead, 2010) in the younger generation. It is about leveraging VR to transition from passive gaming to active gaming, thereby fostering a lifelong commitment to physical activity.
The project underscores the critical role of educators, particularly Physical Education teachers, in this paradigm shift. By empowering them with the skills to integrate VR in PE curriculums and design VR learning experiences based on pedagogical principles, VIBES aligns with European goals for health and fitness in the digital age. The project seeks not only to transform gaming habits but also to spark interest in technology and science, thereby contributing to the development of future European society.
Overall, VIBES is an ambitious journey towards integrating movement, technology, and education, aiming to reshape the landscape of physical activity and wellness for future generations.

Target groups

Physical Education (PE) teachers, trainers, and staff, who will be trained on how to use VR technologies in PE classes and in sports, and how to design meaningful and impactful learning experiences, accounting on classroom orchestration, and pupil’s needs and particularities.

Pupils (secondary school students), who will be engaged in a series of VR sessions as part of their PE classes, on national and international levels, thus non formal internationalization between schools will be promoted.

Associations of Physical Education and Sports Professionals, who will be engaged during the implementation of VIBES activities at schools, but also through WP2 activities (mapping the needs), and WP5 activities (dissemination).

Stakeholders, namely policy makers (e.g., Ministries of Education and Health), sport federations, PE and sports organizations offering afternoon sports activities, and the general public through their engagement during dissemination activities, in a process of raising awareness on the potentiality of VR in PE and sports and the need to establish the necessary mechanisms towards modernising education (formal and non-formal) for the promotion of HEPA environments and healthy lifestyles for all.

Work Packages

The project has five Work Packages (WPs) in total: