OurDigiSpace

Enhancing Digital Skills of Hard-to-Reach Adults for Better Life Chances

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About Project

Programme: Erasmus+

 

Key Action: 

Cooperation for innovation and the exchange of good practices

 

Action: 

Strategic Partnerships
Which field is the most impacted? Strategic Partnerships for adult education
Main objective of the project Call: Innovation

 

Round: 

Round 1

 

Project Title: 

Enhancing Digital Skills of Hard-to-Reach Adults for Better Life Chances

 

Project Acronym: 

OUR DIGI SPACE

 

Project Start Date: 

01-11-2018

 

Project Total Duration (Months): 

30 months

 

Project End Date: 

30-04-2021

 

Applicant Organization Full Legal Name (Latin) 

MINISTRY OF NATIONAL EDUCATION


Target group: 

Immigrants, low-skilled or low-qualified adults with lack of motivation or capacity, including the ones who are unemployed, uneducated, or graduated from basic educational levels, or the ones in elementary occupations.

Objectives of the Project:

1. The main goal of this project is to provide hard-to-reach adults with flexible learning opportunities through face-to-face interactions and an interactive e-learning platform and a mobile application equipped with gamification strategies to foster them digital skills.

2. The project will also bring together small groups of these adults in events and show them how to transfer their digital skills into real life situations and how to use technology to improve their lives.

The project also aims to

3. provide adults with 21st century skills and encourage them to take action and gain self-confidence, by enabling them to perceive their situations as a serious game in which they should play to win,

4. encourage them to see that they are "capable of changing their situations" by using their digital skills and gamification strategies in the society more effectively,

5. build the capacities of adult educators through trainings about gamification strategies in fostering hard-to-reach adults' digital skills and integrating these strategies into real life situations.


There are two different types of results from the project efforts:

1- Product Oriented Results which address a wider European community

A- INTELLECTUAL OUTPUTS

• IO1- Digital Skills & Gamification Guidebook

• IO2- Training Programme for Adult Educators

• IO3- Interactive E-learning Platform & Mobile Application

B- PROJECT DELIVERABLES

¥ Consortium of Agreement

¥ Project Quality Work Plan

¥ Dissemination Plan

¥ Dissemination materials

¥ Contact Database

¥ E-newsletters


2- Process Oriented Results which are linked to the impacts on the hard-to-reach adults involved in the project activities

A- MULTIPLIER EVENTS

¥ Panel Discussion to be held in Lithuania

¥ Local Workshops to be held in Ankara, Greece, Lithuania, Çanakkale and Portugal

¥ Final Conference to be held in Turkey

B- RESULTS RELATED TO MENTALITY CHANGE

¥ Challenging life situations will be considered as serious real-life games, such as social exclusion, unemployment, family problems or failures and to overcome obstacles we need to play, re-play, make effort, and win but we won't overlook the dramatic truth of gaming which is failing sometimes.

¥ Digital tasks will be reformulated as real-life tasks with real impact and consequences, for example "sending an e-mail to A REAL FRIEND"

¥ Risk-taking will be welcomed and encouraged even if it leads to mistakes and failures.

¥ Gamifying the learning processes will be seen as an option, since sometimes we just don't want to play.


Address

Emniyet Mahallesi Boğaziçi sokak No 23 Teknikokullar Yenimahalle
ANKARA / TURKEY 

Contacts

Email: endis@meb.gov.tr 
Phone: +90 (312) 413 21 14
              +90 (312) 413 21 16