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. For this reason, the main idea of our Digital Evolution – The Journey (DIVO) project is to create a learning process (game / simulation) that supports the process of reducing the digital deficiencies of adults (digital immigrants) born before 1980 that don’t 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 habilities of low skilled adults in the digital sense of our project. It means 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.

We want to achieve these main objectives as:

  • Objective 1:

    To develop basic skills and competencies of digitally low skilled individuals.

  • Objective 2:

    Contributing to the information in the process of finding a job.

  • Objective 3:

    Providing options for individuals who are out of compulsory education for an innovative educational environment.

  • Objective 4:

    Integrating individuals with innate digital incompetency into the new environment.

  • Objective 5:

    To supply digital skills training with innovative approaches and techniques.

  • Objective 6:

    Creating a game to evolve digital skills of adults in the game-based learning designator.

  • Objective 7:

    Promoting harmony between international institutions and adults.

  • Objective 8:

    To provide twenty-first century digital skills to final target beneficiaries.

  • Objective 9:

    Adding innovative approaches to the education process in adult education.

  • Objective 10:

    To contribute to active citizenship within the framework of Erasmus Plus.

  • Objective 11:

    To support cross-cultural interaction between project partners.

  • Objective 12:

    To increase the levels of social inclusion among the participants.

  • Objective 13:

    Sharing good practices and experiences among the project partners.

  • Objective 14:

    To contribute to the development of language competences.

We will have an educational game that will support adult people to have self-confidence to use cyber words without any hesitation and thus they will become familiar with cyber world’s features. The game, which started concrete at the table and continues in the digital environment, aims to soften the transition process of adults who experience technological disabilities.

The lighter this process, the less the tendency to shake and give up. Thus, although there is not much age difference between them, it will serve as a bridge between adults and young people, and it will save adults from being sentenced to young people. At the same time, the interoperability of the game and the dialogue between generations will increase.

The consortium of the project will develop 3 Multiplier Events and 6 Transnational Project Meetings in order to implement objectives of the project.

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