HERO Academy – Strengths-Based Youth Development Through Gamified Learning

HERO Academy uses gamified learning, AI mentors, and strength-based coaching to empower youth across digital and non-formal settings.

HERO Academy is an interactive strengths-based learning system for young people aged 10–18, combining gamified education, character development, and AI mentoring. Learners create digital HERO avatars based on their unique strengths and complete real-life and virtual challenges that develop mental, emotional, physical, and creative skills.

The platform includes learning modules, strength assessments, HEX Board integration, and VR/AR simulations. Youth are guided by a team of HERO characters and receive real-time feedback and Learning DNA profiles to track growth.

Currently piloted with Halland Kommun (Sweden), HERO Academy is aligned with Erasmus+ KA153 and KA210 goals, particularly targeting youth at risk of exclusion, including neurodiverse learners, early school leavers, and those in alternative education. The approach blends inclusive design, gamification, peer mentoring, and teacher co-training.

We are seeking Erasmus+ partners interested in youth development, non-formal learning, digital education, and inclusive training strategies.

This project has been viewed 394 times.
We're looking for:
3 more partners
from Denmark, Estonia, Ireland, Italy, Spain, Sweden, Croatia, UNITED ARAB EMIRATES, Erasmus+: Youth in Action Programme countries
Deadline for this partner request:
2025-10-15

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Project overview

HERO Academy – Strengths-Based Youth Development Through Gamified Learning is a project by
Ascendium Group AB
taking place
from 2025-09-01 till 2027-08-31
This project relates to:
Training and Networking, Transnational Youth Initiatives, Strategic Partnerships, Capacity Building
and is focusing on:
  • Art
  • Children
  • Health
  • Innovation
  • Non-formal learning
  • Unemployment/employability
This project can include young people with fewer opportunities like
  • Social obstacles
  • Disability
  • Educational difficulties
  • Health problems
This project engages youth experiencing multiple barriers to learning, such as those with neurodevelopmental challenges, mental health needs, and socio-economic disadvantage. Support includes adaptive learning environments, AI-mentoring, and practical skill-building through gamification and creative projects.

Short URL to this project:

http://otlas-project.salto-youth.net/18409

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