Conference Agenda
Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).
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Daily Overview |
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WR2_1: Abstract presentations: Implementing Physical Activity for Health: From Policy to Practice Location: White room 2 Session Chair: Mark Stoutenberg | |
| Presentation 4 | |
12:00pm - 12:10pm
HappyPlant app in the SmartCHANGE project utilizing AI to support healthy behaviors among Finnish youth - perspectives of primary school students Jamk University of Applied Science, Likes, Finland SmartCHANGE, funded through the Horizon Europe programme (2023–2027), develops AI‑based digital tools to support healthier habits in young children. This presentation focuses on the HappyPlant mobile app used in Finnish schools and describes both its feasibility and young people’s experiences of using it. The app utilizes behavioural change theories and includes gamification elements and health related tasks based on one's own goals and AI-risk prediction models and has been co‑created with researchers, developers, school nurses and pupils to ensure suitability. Methods: The non‑randomised controlled design includes 8 nurses and 100 pupils (50 intervention; 50 control) in grades 5 and 8. Pupils use the gamified version of the HappyPlant together with activity trackers for 3 months, while school nurses use an AI-based web tool to assess risk, monitor progress, and provide tailored support. Control group uses the same app, but without gamification or goal setting, presenting only activity tracker values. Results: Feasibility data will be collected through pupil surveys and semi‑structured focus groups. The results presented at the conference will describe pupils’ experiences with the HappyPlant app, factors influencing engagement, and the implications of school policies such as restrictions on mobile‑phone use during the school day. Conclusion: SmartCHANGE contributes to practice and policy by offering scalable, school‑compatible AI-based digital health tools to support children’s daily health behaviours and strengthen evidence on digital behaviour change tools. Keywords: physical activity promotion; behaviour change; digital health; school‑based health promotion; feasibility. | |

