Loading
The BG2D project was born out of the need for a comparison at European level on how to support adults in the use of new technologies by improving their life skills, as both at local, national and European level it was noted that the two topics are closely linked. Fears, anxieties, technical difficulties and difficulties in understanding the use of new technologies are all factors contributing to potential social exclusion, especially in today's hyper-connected world, which is having a profound impact on the workplace as well. The exchange of good practices within the partnership allowed to understand what could be some solutions, expedients or methodologies to be implemented in the educational programmes of the institutions involved. In order to homogenize the results of the research, a common template was constructed in which the information collected was brought together. The documents with the results of the research were then made available free of charge on the project website, and were included in a short White Paper also made available on the project website. The White Paper also includes a presentation of the project and its objectives, as well as a section with some considerations from the partners on the impact of the pandemic on the project's themes. In fact, the pandemic has increased the impact of new technologies in everyone's life, in some cases exacerbating the digital divide that the project was intended to investigate. The project's general objectives met have been therefore the best practices to enhance the life skills useful to bridge the ultimate grey digital divide and the promotion and adoption of the best practices in the partners’ network and their stakeholders. During the life cycle of the project some of the staff of the partner institutions were involved as Project Management Team, some trainers of the institutions as a group that contributed to the recognition and definition of the needs of adults and finally the adults themselves who will benefit from the results of the project. As specified in the project writing phase, the main impact on adult educational providers and their staff is to become aware of the requirements of digital literacy teaching to meet the emerging needs of learners and to know the up-to-date best practices. The main indirect impact on learners is the enhancement of their digital skills and of their emotional and cognitive life skills in order to feel at ease with the use of ICT in their everyday personal life. We can say that the staff of the involved partners was highly impacted by the project, because of the increased used and need of use of new technologies imposed by the pandemic. The learners as well were highly impacted for the same reason. The BG2D project was in a way supporting the changes that have been taking place during the last two years of pandemic, and this can be regarded as the most important achievement of the project, because it supported the necessary change of perspective and shift from face-to-face activities to online activities that all of the partners had to go through. This can be regarded as a long-term impact and benefit as these changes may stay with us for a very long time if not forever.
<script type="text/javascript">
<!--
document.write('<div id="oa_widget"></div>');
document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::390e9b8f2be4e3234bcb5005814d45cd&type=result"></script>');
-->
</script>