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
- Develop basic skills and competences for digitally under-skilled individuals.
- Contribute to information in the job search process.
- Provide options for people who are outside compulsory education for an innovative educational environment.
- Integrate people with innate digital incompetence into the new environment.
- Provide training in digital skills with innovative approaches and techniques.
- Create a game to evolve.
- Digital capacities of adults in the context of game-based learning.
- Promote harmony between international institutions and adults.
- Provide 21st-century digital competences to final beneficiaries.
- Add innovative approaches to the educational process in adult education.
- Contribute to active citizenship within the framework of Erasmus+.
- Support intercultural interaction among project partners.
- Increase levels of social inclusion among participants.
- Share good practices and experiences among project partners.
- Contribute to the development of linguistic competences.
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.