Center of Excellence in Vocational Training in Digital Skills and Artificial Intelligence

DIVO

PROJECT INFO

DIVO

Full project name...

2021-1-FR01-KA220-ADU-000025927

11/11/2021 - 11/11/2023

TECHNICAL INFO

ERASMUSPLUS

ACTION KA220

CALL 2021

CEN

DIVO

Full project name…

Project Description

The “DIVO” project addresses the digital divide among adults born before 1980, known as digital migrants, who are often victims of cybercrimes such as phishing or fraud. Its main objective is to reduce the technological deficiencies of this group through an innovative learning process based on simulation and play. The methodology (game-based learning) is designed to capture the interest of adults with low digital skills and prevent them from dropping out of learning. The process begins with tactile experiences to facilitate a comfortable and safe transition into the digital environment. In addition to developing basic competences, the game seeks to empower users to continue educating themselves autonomously. An added value of the project is that it enhances intergenerational dialogue between young people and adults, fostering social inclusion. In this way, online risks are minimised while integrating this sector of the population into current technological evolution.

Objectives

Implementation

The project has been implemented using active and gamified methodologies, with the development of an educational game as the central outcome to facilitate the teaching of digital competences. Execution has been based on a process of transforming the user profile, moving from “Digital Migrant” to “Digital Hybrid” through practical learning. The consortium has carried out training sessions, the design of interactive educational materials and a continuous dissemination strategy to ensure that the content was accessible and effective in its purpose of fostering basic digital competences in adults.

Expected Results

Effective transformation of participants from a stage of “Digital Migrants” towards consolidation as “Digital Hybrids”.

Development and validation of a game-based learning tool (Serious Game) that teaches digital competences in a playful and accessible manner.

Quantifiable improvement in the level of basic digital competences of participating adults, favouring their inclusion in digital society.

Creation and dissemination of open educational resources that allow other organisations to replicate the gamified training model.

Links and Resources

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