Project info

  • DIVO

    Digital Evolution-the Journey

  • 2021-1-FR01-KA220-ADU-000025927

  • 11/11/2021 - 11/11/2023

Project info

  • erasmusplus

  • Action Ka220

  • Call 2021

  • CEN

Project Description:

The impact of technological solutions on development has been monumental, spurring innovations in health, finance, commerce, and a number of other sectors. However, adopting these new technological solutions does not always go smoothly for less tech-experienced users. They become targets and victims of cyber-crimes such as fraud, Phishing/Spoofing, Malware/Scareware and data breach etc. The main idea of our Digital Evolution-the Journey DIVO project; To create a learning process (game / simulation) that supports the process of reducing the digital deficiencies of adults (digital immigrants) born before 1980, that did not have digital qualification particularly in the digital age in going on evaluation and change. The project DIVO aims to develop and support the basic digital capacity and capability of low skilled adults in the digital sense of our project. It is to present learning environments with an innovative approach to those adult individuals who have low-skills. Via these learning environments, low-skilled adult learners, who are our target group, will have the chance to be educated digitally then to educate themselves. The game will initiate on the table in the form of tactile content and will carry on in a digital environment. Game-based learning will take the attention of the final target audience and will decrease their tendency to surrender. Via this game / simulation, the disadvantaged people will be given a very smooth transition when they slide into the digital environment and thus side effects which may rise will be prevented. With this game, the dialogue between youth and adults will be boosted, and then social inclusion will come out.

With our “DIVO” project, Digital Migrants will be transformed into Digital Hybrids by providing the basic digital competencies of adults. We want to achieve these main objectives as: – To develop basic skills and competencies of digitally low skilled individuals – Contributing to the information in the process of finding a job – Providing options for individuals who are out of compulsory education for an innovative educational environment – Integrating individuals with innate digital incompetency into the new environment – To supply digital skills training with innovative approaches and techniques – Creating a game to evolve digital skills of adults in the game-based learning designator – Promoting harmony between international institutions and adults – To provide twenty-first century digital skills to final target beneficiaries – Adding innovative approaches to the education process in adult education – To contribute to active citizenship within the framework of Erasmus Plus – To support cross-cultural interaction between project partners – To increase the levels of social inclusion among the participants – Sharing good practices and experiences among the project partners – To contribute to the development of language competences.

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