Adaptively promoting digital competence and sovereignty of adolescents through micro games (A-DigiKomp)
The motivation of A-DigiKomp
Many teenagers and young adults (adolescents) hardly protect their private data when they use the Internet, social networks or apps. The reasons for this are manifold. A lack of knowledge and skills could be one of them. At the same time, young people often do not attach a particularly high priority to data security and therefore face the risk of data misuse.
Goals and approach
The A-DigiKomp joint project develops a digital assistant which should increase the digital competence of adolescents through micro games that are tailored to their needs. The target group is involved during the development process. The micro games enable a playful competence acquisition that takes the needs and individual abilities of young adults into account. Cognitive and socio-psychological factors for digitally confident behavior as well as the current legal and information technology framework are considered during the development. The acceptance of the digital assistant and the effect of micro games on individual competence development and user behavior are evaluated for the specific target group.
Innovations and perspectives
The assistant for digital competence is realized as a context-sensitive browser plug-in or mobile app, in which micro games are offered as an innovative means of knowledge transfer in a risk- and demand-oriented way. In the future, the assistant can also be transferred to other age groups.