BRIDGING THE DIGITAL DIVIDE WITH A GAME-BASED APPROACH
Journal: IADIS INTERNATIONAL JOURNAL ON COMPUTER SCIENCE AND INFORMATION SYSTEMS (Vol.20, No. 1)Publication Date: 2025-07-11
Authors : Andrej Jerman Blažič; Tanja Pavleska;
Page : 1-22
Keywords : ;
Abstract
The digital divide remains a pressing issue, particularly for older adults, who face barriers to accessing and effectively using digital technologies. This study explores game-based assessment (GBA) and learning (GBL) as blended learning approaches to bridge this divide by fostering digital competencies in an engaging and supportive environment. DiGiUP is a game-based approach developed specifically for older adults to support and evaluate the development of their digital competencies. It uses a narrative-driven design by offering players to navigate real-world scenarios requiring digital problem-solving skills. Testing, conducted within the Erasmus+ project DIGIBLEND, involved 45 older adults in structured gameplay sessions, joined by pre/post-game evaluations. Results, both qualitative and quantitative, revealed significant improvements in digital skills, particularly in problem-solving, along with increased confidence in navigating digital environments. Participants reported high enjoyment and engagement, with collaborative learning emerging as a key factor in the games' success. These findings enrich lifelong learning research with practical insights for designing inclusive, effective digital competence programs.
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