As of today, the digital experts of the joint project are called upon to participate in the Expert Pile Sorting on the topic of digital competence. On the way to a valid measurement instrument, an item pool has already been developed, which is now being sorted and structured by our digital experts for the reduction of dimensions.
Another workshop on the learning content of the serious game was held on February 11, 2021. With a focus on the aspects of information security, the content of the game was further specified.
The CGN Game Jam, organized and carried out within the framework of A-DigiKomp, took place from Friday, February 05, 4 pm to Sunday, February 07, 4 pm. Programmers, graphic-, audio- and game designers as well as creative minds from all over Germany participated in the game jam. Within 48 hours, the teams managed to develop first ideas for entertaining and content-rich learning games to increase digital competence.
The entire A-DigiKomp team would like to sincerely thank all participants of the CGN Game Jam who showed commitment, creativity and stamina and made the weekend a fun, inspiring, creative and memorable jam.
Check out https://itch.io/jam/cgn-game-jam/entries for game ideas from our talented game jammers. Have fun trying them out!
On Janury 28, 2021, the 2nd half-year status meeting of A-DigiKomp took place. In addition to a update on the status of the respective work, all consortium partners gave an outlook on their upcoming work. In addition to lively and constructive discussions, several workshop dates were agreed upon for the first half of the year.
The consortium met online on Dec. 10 to continue to constructively advance the concepts for incorporating the learning content of the Serious Games and Micro Games.
Stefan Hoffmann (Serious Games Solutions) held a keynote speech at the WebTalks of the Digital Autonomy Hub on the topic of “Gamification and User Centered Design”. Besides insights into the potential of Serious Games, it was explained how Gamification is used for knowledge transfer in A-DigiKomp. The entire event is available at https://www.youtube.com/watch?v=tI2mi1kXahY&feature=youtu.be.
In order to further advance the game development together, a joint meeting of the research network via Zoom took place on November 24. There, the game concept was concretized and the professional input of the consortium partners on the possible learning content was discussed.
Moderated by Serious Games Solutions, the 2nd interdisciplinary online workshop began with professional keynote speeches on cognitive distortions and heuristics in Internet use (RWTH), the results of the focus groups with the target group representatives (HSD), as well as relevant subfields of law and information security (UDS). This was followed by a discussion on implementation possibilities within different game concepts, with the SGS presenting a selection of suitable game concepts. A prototype for the browser plugin was also presented by imc.
In the context of the research project A-DigiKomp, young people between 16 and 25 years old are wanted, who are interested and motivated for on-line focus groups with target group representatives and would like to exchange their experiences in the Internet for 1-2 hours in a causal setting with peers.… You can find more information about this here.
The next day followed the second requirements workshop under the lead of imc AG, in which the technical and professional requirements for the browser plug-in were discussed by the consortium partners.
Under the lead of Serious Games Solutions, the first interdisciplinary workshop of the consortium partners dealt with the requirements for the development of micro games. In addition to an insight into the art of game development, ideas were discussed as to which micro games could be implemented within the project.
The first status meeting of the project A-DigiKomp took place the day after the kick-off. Since all consortium partners have already started working on the project, the coordination of the work in the first project year could already be discussed intensively and constructively advanced. As a result, in-depth, topic-related workshops of the consortium partners were planned for the coming weeks.
The official kick-off meeting in the A-DigiKomp project has taken place. Due to the corona pandemic, it was held as an online event with Dr. Katja Karrer-Gauß from the project management agency VDI/VDE-IT. All consortium partners, together with the respective project managers and employees, spent one day getting to know each other and laying the foundation for a successful cooperation!
The project A-DigiKomp is part of the network “Digital Sovereignty”, which consists of a total of 10 BMBF-funded joint projects. In accordance with the BMBF funding line “Human-Technology Interaction for Digital Sovereignty”, these projects aim to develop new forms of interaction between humans and technology that help users to further develop their data awareness and understanding and make competent decisions in the digital space. The kick-off event of the network “Digital Sovereignty” took place on June 2, 2020, during which Prof. Dr. phil. habil. Sabine Schlittmeier (RWTH Aachen University) as the consortium leader presented the project A-DigiKomp. All consortium partners of A-DigiKomp took part in the kick-off event and were able to establish first contacts to the other joint projects in workshops.
At the end of May, the consortium partners received the notification of funding for the joint project A-DigiKomp: Adaptively promoting digital competence and sovereignty of adolescents through micro games. The project will be funded with a total of 1.5 million Euro over a period of 3 years. The total volume of the project amounts to 1.75 million Euro (i.e. 82% funding share by the BMBF).