About G.A.M.E.S.
G.A.M.E.S. tries to understand older adults‘ perceptions of technology to assist them by introducing it to this population and maximize the potential of technology to facilitate independent living.
G.A.M.E.S. main aims:
- To equip the older members of our society with the skills needed to use technology and ICT in order to make easier their lives;
- Introduce educational research on use of Gamification for Adult Education;
- Provide elderly people with early exposure to digital skills and computational thinking;
- To reach the inclusion of elderly people through the use of ICT for everyday life.
Actions and Results
- Preparatory activities for the participating parties: – Identification of project groups and target groups in each partner – SWOT analysis (Advantages, Weaknesses, Opportunities and Threats at work) in each participating organization – conduct a preliminary study and develop presentations and reports summarizing all that information about Adult Education situation in their educational system.
- Project website with description of the project’s activities. The website has to give a reference point for being updated about carrying out of the project activities, about what has been achieved. It will collect and make available all the contents developed within the project’s activities.
- A Toolkit– “Gamification Activities and Methods for the Elderly’s Support“;
- Policy Recommendations regarding the reinforcing of adult and non formal education answering to the main challenges of today’s world taking into account a context marked by rapid technological changes, healthy ageing over the life-course, supportive environments.
Project Duration
24 months | March 2023 – March 2025
Co-funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or CINEA. Neither the European Union nor the granting authority can be held responsible for them.