1. Game-based assessment of digital competencies

While our target group is clear in terms of age (55+) and general education level, digital competencies vary significantly among members of this group. Therefore, we needed to determine the actual level of digital competencies in order to accurately define the methodological approach.

To achieve this goal, we have developed and implemented a game-based assessment. The competency areas examined in this phase are based on the “European Framework of Digital Competencies of Citizens” (DigComp 2.2). Our focus is on the competence areas “search and evaluation of data and information”, “security” and “problem solving”.

We have gained a detailed and deeper understanding of the existing digital skills in our target group and the required competencies. The results of our assessment impact the content of the learning modules we create as part of the second project deliverable. As a result, the deployment of the learning modules will achieve much better results as their design is tailored to the specific needs of the target group.


2. Gamebased blended learning

Based on the three competence areas of the DigComp we will design a board game that will lead the players on a predefined learning path. We will start the game completely analog and gradually integrate online content (blended learning). The game will be designed for small groups (4 – 6 players) so that there is competition, but also the opportunity for collaboration and mutual help. We will design increasing difficulty levels with different help mechanisms to keep players engaged when a particular challenge is too difficult.

Game-based blended training will have a number of different, albeit related, impacts. First, it will demonstrate the effectiveness of a game-based approach for teaching and training basic digital skills in our chosen target audience. And second, we expect the combination of a game-based assessment followed by gamified training to be particularly effective.


3. Guidelines for implementation and further development

With the creation of a guideline, we want to enable the transferability, of the methods developed and tested in the project, to other areas of adult education. The implicit advantages of game-based learning – especially for the target group of older adults – are explained and illustrated by examples.