Adaptively Promoting Digital Literacy and Sovereignty in Adolescents through Micro Games
Duration: 2020 - 2023
Many teenagers and young adults (adolescents) hardly or not at all protect their private data when they use the Internet, social networks or apps. There are many reasons for this. A lack of knowledge and skills could play a role. At the same time, young people often do not ascribe a particularly high priority to data security and therefore run the risk of data misuse.
Goals and approach
As part of the joint project A-DigiKomp, a digital assistant is being developed to increase the digital competence of adolescents through a demand-oriented range of micro games. The target group itself is already involved in the development process. The micro games enable a playful acquisition of skills that takes into account the needs and individual abilities of young adults. Their development takes into account cognitive and socio-psychological factors for digitally confident behavior as well as the current legal and information technology framework. The acceptance of the digital assistant and the effect of the micro games on individual competence development and usage behavior are evaluated in a target group-specific manner.
Innovations and perspectives
The digital literacy assistant will be 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- and demand-oriented manner. In the future, the assistant can also be transferred to other age groups.
Further information at https://www.a-digikomp.rwth-aachen.de/