A-DigiKomp - Digitale Kompetenz und Souveränität Adoleszenter durch Micro Games adaptiv fördern

Principal Investigators: Prof. Dr. Sabine Schlittmeier

Principal Investigators of subproject: Prof. Dr. Thomas Lachmann, Jan Spilski, Dipl.-Psych., Christoph Giehl, M.A.

Project partners:  Technische Universität Kaiserslautern (CCS), RWTH Aachen University, HSD Hochschule Döpfer gGmbH Forschungszentrum, Universität des Saarlandes, imc information multimedia communication AG, Promotion Software GmbH - Serious Games Solutions

Source of funding:  Bundesministerium für Bildung und Forschung (BMBF)

Grant amount:  1.741.358,78 €

Duration: 01.05.2020 – 30.04.2023

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<pCalibri",sans-serif;">Project description:

<pCalibri",sans-serif;">The motivation of A-DigiKomp

Many adolescents and young adults hardly or not at all protect their private data when they use the Internet, social networks or apps. The causes are manifold. A lack of knowledge and skills could play a role. At the same time, young people often do not attach particular importance to data security and therefore run the risk of data misuse.

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<pCalibri",sans-serif;">Goals and approach

As part of the joint project A-DigiKomp, a digital assistant is being developed which is intended to increase the digital competence of adolescents through a demand-oriented offering of micro games. The target group is already involved in the development process. The micro games enable skills to be acquired through play, taking into account the needs and individual abilities of young adults. Cognitive and socio-psychological conditions for digitally confident behavior as well as the current legal and information technology framework are incorporated into their development. The acceptance of the digital assistant and the effect of the micro games on individual skills development and usage behavior are evaluated for specific target groups.

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<pCalibri",sans-serif;">Innovations and Perspectives

The assistant for digital competence is implemented as a context-sensitive browser plug-in or mobile app, in which micro games are offered as an innovative means of imparting knowledge in a risk-oriented and needs-oriented manner. In the future, the assistant can also be transferred to other age groups.