With our project, we aim to acquire basic skills and competences, develop and support individuals, increase learning performance, and also aim to enable adults to learn innovative practices in the digital age. To create a learning process (game / simulation) that encourages the process of eliminating the digital deficiencies of adults (digital immigrants) born before 1980, who do not have digital competence primarily in the digital age in continuous development and change. With the game that starts concretely at the table and continues in the digital environment, it will soften the transition process of adults who experience technological disabilities to the digital space. With game-based learning approaches, it will motivate learners to succeed and develop continuously, increase self-esteem, improve themselves, facilitate cooperative learning, etc. will benefit in areas. With this game, the dialogue between young people and adults will increase, so that social inclusion will take place. With our “EDI” project, DIGITAL MIGRANTS will be brought to DIGITAL MELESIS by providing basic digital competencies of adults. The main objectives of the project are: -Developing the basic skills and competencies of low skilled individuals in digital aspects - To find a job or to ensure their continuity in their jobs - Providing an opportunity for an innovative educational environment to individuals who have completed the compulsory education age -To contribute to the integration process of individuals who were born with digital inability due to the age they were born. -To give digital skills training with innovative methods and techniques -Design and develop a special game-based learning method in order to develop adult's digital skills - Ensuring harmony between international organizations and adults - To bring 21. century digital skills to the target audience - To integrate innovative approaches to education in adult education - To participate in active citizenship within the framework of Erasmus + - To support intercultural interaction among the involved partners - To Increase social inclusion levels among the participants - To exchange of good practices and experiences among the involved partners -To contribute to the development of language competences Within the scope of these goals and methodology, each partner organization will provide digital equality between communities that will use their knowledge and skills from their internal dynamics on our project title, ELEMINATION OF DIGITAL INAQUALITY. Collaboration with TPMs will be expanded with workshops, multipler events, sustainability will be ensured with the digital advisory office to be established and will be used in the long term. Our target groups, which will be discussed in the short and long term, were born before 1980; • an employee with insufficient basic digital skills, • Those who are excluded from compulsory education, • pensioners, • unemployed, • housewifes, • trainers, experts or practitioners working in the field of adult education • decision makers at local, regional, national and European level; • Press and media constitute our target group in order to announce our project to wider audiences. Our project will provide effects in 6 different dimensions; on the participants, on the participating organizations, on the target groups, at the local level, at the National level, in the EU / International Dimension. In the short term, it will provide the elimination of basic digital insufficiency on the participants and target groups. In the long term, it will enable adults living in different communities to look at the same problems from the same perspective to raise awareness on common problems with a common project.
Main objectives of the project are: - Developing basic skills and competencies of low-skilled individuals digitally - Facilitate finding a job or ensuring continuity in their job - Providing the opportunity for an innovative education environment to people who have completed the compulsory education age - Contributing to the integration process of individuals born with a digital disability due to the year they were born. - Providing digital skills training with innovative methods and techniques - Designing and developing a special game-based learning method to improve the digital skills of adults - Ensuring harmony between international organizations and adults - Bringing 21st century digital skills to the target audience - Integrating innovative approaches to education in adult education - Participate in active citizenship within the framework of Erasmus + The main planned objectives of the project are: Developing the basic skills and competencies of digitally low-skilled individuals - Finding a job or ensuring their continuity in their jobs -To provide an innovative educational environment opportunity to individuals who have completed the compulsory education age. -To contribute to the integration process of individuals who were born with digital inadequacy as a requirement of the age in which they were born. -To provide digital skills training with innovative methods and techniques -Designing and developing a specific game-based learning method with the aim of improving the digital skills of adults -To ensure harmony between international organizations and adults -21. Bringing 21st Century digital skills to the target audience -Integrating innovative approaches in education into adult education - Participating in active citizenship within the framework of Erasmus+ -To support intercultural interaction -Increasing social inclusion levels - Exchange of good practices -Development of language competencies -Increasing public dialogue with NGOs.
The continuous and rapid development and change of technology makes life easier for individuals. However, low-skilled adult individuals who cannot follow technological developments and are technologically inadequate have difficulties in keeping up with the times. The facilitation of internet access opportunities has provided more user access, and this situation has created a new culture in itself. This culture has brought with it the concepts of digital immigrants, digital natives and digital hybrids (Persky). Digital immigrants are defined as individuals born before 1980. The most important feature is that they cannot use digital media tools effectively. Digital natives; they are in the virtual environment as soon as they are born, they are not afraid of using technology, breaking it or making mistakes. Among digital immigrants, there are individuals who adapt well to the digital world, and those in this situation are called Digital Hybrids. In the applications made to our District Governorate, it has been determined that they need a face-to-face application desk that digital immigrants cannot actively use online software. In this case, it revealed the necessity of working in this area where the adults in our target audience could not use basic digital competencies. As a result of our needs analysis; One of the most important key competences, “providing digital competence”, constituted the basic need of our organizations and society. The reason why our intellectual output was chosen as a game; The game-based learning approach aims to motivate learners to be successful and constantly improve themselves, to increase their self-esteem, to direct their own lives, and to facilitate cooperative learning. Due to all these needs and reasons, they would work together with our “EDI” project for the development of game-based applications, to provide the basic digital competencies of DIGITAL MIGRANT adults and to become DIGITAL HYBRIDS. Because each partner organization brings their knowledge and skills from their own internal dynamics to eliminate digital inequality between communities in our project title, Elimination of Digital Inequality/Elemination Of Digital Inaquality. The scientific research method we used in cooperation with our overseas partners was applied by integrating them with the same target groups. It has been determined that our communities have a common need. These common needs have revealed the necessity of working transnationally in cooperation. As stated in the 2020 targets of the European Union, it is an inevitable fact that all community citizens should be realized interactively, as communities have some common competences in an age where global competition accelerates. The partnership of the participating countries led to the development of multicultural, intercultural learning and non-formal study methodologies. With our project, we aimed to gain basic skills and competencies, develop and support individuals, increase learning performance and enable adults to learn innovative practices in the digital age. We created a learning process (game / simulation) that promotes the process of eliminating the digital deficiencies of adults (digital immigrants) born before 1980, who do not primarily have digital competence in continuous development and change in the digital age. The game, which started concretely at the table and continued in the digital environment, softened the transition process of technologically disabled adults to the digital field. With game-based learning approaches, students have always been motivated to succeed and develop, they have increased their self-esteem, they have improved themselves, and they have facilitated collaborative learning. With this game, the dialogue between young people and adults increased, thus social inclusion was realized. With our “EDI” project, DIGITAL IMMIGRANTS became a tool for adults to become DIGITAL HYBRIDs by providing their basic digital competencies.