The main objective of the project was to support the participation of older adults in civic life by strengthening their social activity and developing digital skills. We supported the integration of people over 65 by providing them with opportunities to use information and communication technologies in their daily lives, digital skills that reduce social isolation and facilitate access to online services that are becoming an integral part of life for people over 65. The project also supported physical activity, improving the overall quality of life and healthy and active ageing. Developing the ability to work effectively with modern tools helps seniors adapt to the changing demands of society. The aim was to enable older people to stay active for longer, improve their daily functioning, strengthen social ties and reduce isolation. The project aimed at their wider inclusion through ICT, to support active citizenship and to create opportunities to engage in democratic life and community activities. It was also important to strengthen seniors' self-confidence in using technology so that they felt more confident and self-assured as users of information technology in everyday life.
We implemented the project to help adults over 65 years of age become more involved in social and civic life. The number of people in this age group is growing, which is leading to an ageing population in EU countries. Studies show that seniors use computers and smartphones less than younger generations because they have not had the opportunity to work with ICT during their working lives. Developing digital skills will allow them to have easier access to informal learning opportunities. The project aimed to help seniors adapt to the rapidly changing digital reality through modern and innovative forms of learning, while contributing to changing prejudices about the role of older people in society. Its vision was to facilitate access to education, combat negative stereotypes, promote non-discrimination based on age and defend the right of seniors to a dignified and independent life. The project strengthened their position, facilitated access to lifelong learning and non-formal learning opportunities, and improved the quality of life through the use of digital applications through the use of game elements in a non-game environment - gamification.