IADIS International Journal on Computer Science and Information Systems

Published by IADIS (International Association for Development of the Information Society) • ISSN (Online): 1646-3692 • ISSN (Print): 1646-3692
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Bridging the Digital Divide with a Game-based Approach

Andrej Jerman Blažič *
Tanja Pavleska *
* Laboratory for Open Systems and Networks, Jozef Stefan Institute, Jamova 39, 1000 Ljubljana, Slovenia (Portugal)
* Laboratory for Open Systems and Networks, Jozef Stefan Institute, Jamova 39, 1000 Ljubljana, Slovenia (Portugal)

Abstract

The digital divide remains a pressing issue, particularly for older adults, who face barriers to accessing and effectively using digital tec hnologies. This study explores gam e-based assessment (GBA) and learning (GBL) as blended learning approaches to bridge this divide by f ostering digital competencies in an engaging and supportive environment. DiGiUP is a game-based approach developed specifically for older adults to support and evaluate the development of their digital competencies. It uses a narrative-driven design by offering players to navigate real-world scenarios req uiring digital problem-solving skills. Testing, conducted within the Era smus+ project DIGIBLEND, invol ved 45 older adults in structured gameplay sessions, joined by pre/post-game evaluations. Results , both qualitative and quantitative, revealed significant improvements in digital skills, particular ly in problem-solving, along with increased confidence in navigating digital environments. Participants reported high enjoyment and engagement, with collaborative learning emerging a s a key factor in the games’ s uccess. These findings enrich lifelong learning research with practical insights for designing inclusive, effective digital competence programs.

Keywords

Game-Based Assessment Game-Based Learning Digital Competences Blended Learning
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Declarations & Ethics

Funding: This research received academic dissemination support through ESCAP / JournalsHub publishing programs.
Conflicts of Interest: The authors declare no competing financial or institutional interests.
Peer Review: Double-blind peer reviewed by international subject specialists.
License: Creative Commons Attribution 4.0 International (CC BY 4.0).
How to Cite This Article
APA / MLA / BibTeX
Blažič, et al. (2025). Bridging the Digital Divide with a Game-based Approach. IADIS International Journal on Computer Science and Information Systems, 20(1). https://doi.org/10.33965/ijcsis_2025_v20i1_02
Blažič, et al. "Bridging the Digital Divide with a Game-based Approach." IADIS International Journal on Computer Science and Information Systems, vol. 20, no. 1, 2025. https://doi.org/10.33965/ijcsis_2025_v20i1_02
Blažič, et al. "Bridging the Digital Divide with a Game-based Approach." IADIS International Journal on Computer Science and Information Systems 20, no. 1 (2025). https://doi.org/10.33965/ijcsis_2025_v20i1_02