<< Background >>We implemented the project to help adults over 65 years of age become more involved in social and civic life. The number of people in this age group is growing, which is leading to an ageing population in EU countries. Studies show that seniors use computers and smartphones less than younger generations because they have not had the opportunity to work with ICT during their working lives. Developing digital skills will allow them to have easier access to informal learning opportunities. The project aimed to help seniors adapt to the rapidly changing digital reality through modern and innovative forms of learning, while contributing to changing prejudices about the role of older people in society. Its vision was to facilitate access to education, combat negative stereotypes, promote non-discrimination based on age and defend the right of seniors to a dignified and independent life. The project strengthened their position, facilitated access to lifelong learning and non-formal learning opportunities, and improved the quality of life through the use of digital applications through the use of game elements in a non-game environment - gamification.<< Objectives >>The main objective of the project was to support the participation of older adults in civic life by strengthening their social activity and developing digital skills. We supported the integration of people over 65 by providing them with opportunities to use information and communication technologies in their daily lives, digital skills that reduce social isolation and facilitate access to online services that are becoming an integral part of life for people over 65. The project also supported physical activity, improving the overall quality of life and healthy and active ageing. Developing the ability to work effectively with modern tools helps seniors adapt to the changing demands of society. The aim was to enable older people to stay active for longer, improve their daily functioning, strengthen social ties and reduce isolation. The project aimed at their wider inclusion through ICT, to support active citizenship and to create opportunities to engage in democratic life and community activities. It was also important to strengthen seniors' self-confidence in using technology so that they felt more confident and self-assured as users of information technology in everyday life.<< Implementation >>There were 3 international meetings: Introductory: 13.-14.4.23 in Reggio Calabria (IT); Meeting in ½ of the project cycle: 10.-11.4.24 in Sebes (RO); Final: 21.-22.8.25 in Svidník (SK). Partners developed a set of tools (Toolkit) - preparation of target groups for the creation and effective use of gamification. Partners developed a set of policy recommendations based on the activities and experience gained during the project implementation. There were 2 short-term joint staff trainings: 2.-6.4.25 in Braga (PT); 19.-23.5.25 in Rhodes (GR). Originally, the 2nd training was to be held in Odense (DK). After the withdrawal of the Danish partner, it was implemented by the Greek partner. Workshops for the dissemination of project activities and results: tota agenura - 13. and 14. August 2025; Krosnienski Uniwersytet Trzeciego Wieku – 9 and 10 July 2025; V.E.M. srls – 17 and 18 July 2025; ICON Greece – 23, 24 and 25 July 2025; GRUPUL PENTRU INITIATIVE, STUDII SI ANALIZE SOCIALE SEBES – 29 and 30 July 2025; EduPlus - European Centre for Education and Skills Development, Lda – 17 and 18 July 2025; Eurospeak Limited – 24 and 25 June 2025; Asociacija MINTIES BITES – 21 and 22 July 2025. There were online meetings - project status, problems.<< Results >>The toolkit is the 1st specific output of the project - gamification options in senior education, offers an individual approach to seniors through solutions that can be used on both mobile and desktop, provides an overview of gamification methods aimed at social inclusion, civic engagement and the development of digital skills. The toolkit is a practical and inclusive material intended for seniors, lecturers and other interested parties, contains recommendations for teachers, examples of the use of gamification, and suggestions for activities for direct use in teaching, presents a modern approach to supporting the digital inclusion of older adults. The second output of the project is Policy Recommendations, which respond to current social and technological challenges and support the development of non-formal education of the aging population and offer strategies for creating a suitable environment for seniors with limited experience with ICT, contains proposals for measures to strengthen the participation of older adults in education and to improve their quality of life. We emphasized the creation of a supportive environment for seniors who have not yet actively used ICT.
