Generators of Sustainable Development


A virtual learning game for helping low skilled adults in acquiring digital competences at intermediate level, as described by DigComp 2.1. The Virtual Game aims to strengthen adults’ capacity to efficiently use digital instruments as a precondition to improve their personal and professional lives, reducing significantly the inter-generational digital divide trend.

This game represents a second step in acquiring digital skills, after the board game. The game brings high added value as it helps adult users develop their digital competences by using an easy and fun way that actually utilizes the digital environment which elevates the level of acquaintance with the digital tools higher. Furthermore, as the adults need to learn in a participatory environment, the game will make it easier to participate and develop their digital competences.


According to the 2017 Digital Economy and Society Index, 44% of people in the EU have very low digital skills and an additional 27% have only basic digital skills. 19% of the people in Europe do not use the Internet. Europe is undergoing a digital transformation and citizens must be equipped with the appropriate skills to perform jobs and increase economic growth.

Target group

  • Low Skilled adults (employed or not);
  • Adult Training Organizations;
  • Adult Trainers;
  • Public institutions offering services to adult individuals (e.g. e-health, local/territorial centres for adult people, etc.).


The virtual game consists of 6 fields. Each field includes six (6) tasks of which the participants must succeed to at least three (3) in order to unlock and proceed to the following field/level. All game participants begin by reading the task that appears in the window and then they need to solve the “problem”. The tasks usually need to be accomplished through consistent and logical execution. By clicking “Check” the player can see if the answer he/she gives, is correct or not. If it is correct he/she can proceed to the following task. If the answer is wrong the participant has two choices. He/she can either select a different task to “solve” or to press “Tutorial” and watch the tutorial lesson of how the activity is executed correctly and go back and try again the same task. The game finishes upon completion of 18 Tasks (three tasks for each field/level).


The game has a plot. The idea of this plot is the following: “A player begins the game as an old avatar at age e.g. 90 years 2 old. The challenge given to him is to become young. All he/she needs to do is to achieve some tasks. Tasks are linked to the six areas of interest and each time the person provides a correct answer/solve a task, he/she will get younger. For every correct task, the player receives some Elixirs of youth. In case of wrong choice, the person gets older. Every time he/she passes 3 tasks, he/she gains30 Elixirs of Youth to get the magic potion and becomes 10 years younger. Then he/she can change the field/ level.”

Unique Selling Point

The virtual game has components of gamification like rankings, rewards or points system as instruments for motivating the player /learner in his/her learning process.


  • 91.07% of the participants in the consultation and testing activities declare that the Virtual Game represents the efficient learning instrument for low skilled adults to develop digital skills;
  • 100 % of the Trainers/mentors involved declare the learning instruments and related guidelines provided are valuable for their teaching activity and for their professional development.

Feasibility / Transferability

With each learning field, the participant will gain new knowledge that will help him independently at work with a computer and the Internet. Virtual format provides learners with the opportunity to gain new digital skills remotely from home or work using a laptop/mobile.

Link to projects, other project materials 

Contact Person:

Ali Rashidi


Potential 85%