News

3rd Newsletter

 

Dear all,

we are pleased to inform you that we have reached the end of Output 2 of  DInSAd Project.

As you know, the project aims to strengthen the ability of adults to efficiently use digital tools as a precondition for improving their personal and professional life, significantly reducing the trend towards the intergenerational digital divide, by creating a board game which will be followed by a virtual game.

In July 2021 we reached the project's output 2: DInSAd board game was printed and each partner delivered it to mentors and participants, who tested it to evaluate its usefulness and effectiveness.

The results for each partner are encouraging and positive.

You can read the feedback in the European validation report available at this link and of which we send you a short summary.

For any information, do not hesitate to contact us!

Thanks for the attention!

ONLINE EUROPEAN SEMINAR - "Bridging the Generational Digital Divide in Adult Education in the EU”

ONLINE EUROPEAN SEMINAR - "Bridging the Generational Digital Divide in Adult Education in the EU”

The online European Seminar entitled " Bridging the Generational Digital Divide in Adult Education in the EU” was organized with great success by the Educational Organization DIMITRA on Tuesday, April 20, 2021.

In the seminar were discussed innovative learning tools aimed at enhancing the ability of adults to use digital media effectively as a prerequisite for improving their personal and professional lives, significantly reducing the trend of digital divisions between generations as developed under the ERASMUS + project - Digital Inclusion of Low Skilled Adults.

Specialist and scientists from Greece, Sweden, Romania and Italy presented and highlighted the digital divide between the generations, as the pandemic, among other things, showed a rapid increase in this gap. 

All speakers agreed that in the post-pandemic period, local communities and states should take concrete initiatives to integrate older people, further exploiting and strengthening their social structures, to encourage digital literacy, understanding the reality of the internet, while online transactions can be easy, reliable and secure, bridging any gap.

Digital literacy is essential for the lives of older people in the EU in a digitized world. Individuals must be educated at all ages and acquire the basic as well as advanced digital skills in an economy and society that is constantly being transformed. At the time of the health crisis, older people felt the need more than ever to connect with their loved ones (grandchildren, children and friends), to ask for reliable information on health issues that were and will be up to date, to negotiate through new technologies (product markets and banking).

The required strengthening education and training structures, best practices and organizational changes, through innovation and resources available, can help older people out of social isolation, making the internet more friendly and more accessible to all.

1st Newsletter

1st Newsletter

Dear all,

I would like to inform you about the project we are conducting and which perhaps could be useful as a learning tool for digital skills for adults with little training.

The project aims to strengthen the ability of adults to efficiently use digital tools as a precondition for improving their personal and professional life, significantly reducing the trend towards the intergenerational digital divide

In particular, the project will provide non-formal learning tools for low-skilled adults in order to support them in achieving specific digital skills, in line with the European document DigComp 2.1 for basic and intermediate levels.

THE RESULTS

IO1 - Map of digital skills

  1. Specific key digital skills required by low-skilled adults to improve the quality of their professional and personal life.
  2. Sixteen selected good practices, twenty interviews (5 per country) with key stakeholders on digital training for adults and their social inclusion through the use of digital tools for their daily life.
  3. A digital competency map in line with EQF and DigComp2.1, four national focus groups with relevant actors for the validation of the competences map, four national validation reports and one European validation report.
  4. For more detailed information on the results of this intellectual output, contact the project coordinator / partners

IO2 - DInSAd Board Game

  1. An interactive board game that will enable low-skilled adults to acquire basic digital knowledge, skills and competences.
  2. A game methodology and four specific tools, a board game, guidelines developed for mentors / study circle leaders, 20 low-skilled adults engaged in testing the board game, four mentors / study circle leaders engaged in game testing four national validation reports and one European validation report.

IO3 - DInSAd Virtual Game

  1. A virtual learning game to help low-skilled adults acquire digital skills at an intermediate level, as described by DigComp 2.1.
  2. A virtual game that implements guidelines for trainers / mentors and guidelines for users. An internal test reports forty (40) low-skilled adults and four trainers / mentors engaged in testing virtual gaming in partner countries. Four national test reports, one European test report and one final game tuning report

For any information, do not hesitate to contact me! I am also attaching the brochure that summarizes all the most important moments of the project.

Thanks for the attention!!!!

2nd Newsletter!

2nd Newsletter!

Dear all,

I would like to inform you about the progress of DInSAd project.

As you know, the project aims to strengthen the ability of adults to efficiently use digital tools as a precondition for improving their personal and professional life, significantly reducing the trend towards the intergenerational digital divide.

In particular, the project will provide non-formal learning tools for low-skilled adults in order to support them in achieving specific digital skills, in line with the European document DigComp 2.1 for basic and intermediate levels.

In June 2020 we reached the project's output 1, the mapping of digital skills. With some delay due to the global health situation, we are now close to the conclusion of Output 2, which consists of:

  1. An interactive board game that will enable low-skilled adults to acquire basic digital knowledge, skills and competences.
  2. A game methodology and four specific tools, a board game, guidelines developed for mentors / study circle leaders, 20 low-skilled adults engaged in testing the board game, four mentors / study circle leaders engaged in game testing four national validation reports and one European validation report.

All partners are engaged in printing the game, ready for its validation. The game will be tested with the help of 5 players and a mentor / facilitator, who will help us with their feedback to reach a national report for each partner and a final report.

Soon we will organize an online event for the presentation of the project and the results achieved.

Our slogan is: Six steps to become digital!

Are you ready to play?

Thanks for the attention!