<< Background >>The motivation for this project arose from the urgent need to address the multiple challenges posed by an ageing population in Europe. Demographic changes have far-reaching implications for social cohesion, labour markets, health systems and intergenerational solidarity. Older adults, despite possessing invaluable knowledge and life experiences, often face social isolation and lack of opportunities. The COVID-19 pandemic exacerbated these problems, highlighting not only increased health risks, but also the prevalence of age discrimination and the growing digital divide.This project aimed to address these needs by empowering older adults through the acquisition of digital skills and encouraging their participation in non-formal learning environments. It aimed to improve their social connectedness, mental well-being and civic engagement. In addition, the project recognised the importance of preserving cultural heritage and intergenerational knowledge sharing. The results contributed to greater social inclusion, reduced health costs and the overall well-being of both individuals and the wider community.<< Objectives >>In the framework of our project we wanted to extend the concept of digital learning to digital volunteering so that older learners could merge volunteering with a learning programme that would enable them to function in a safe digital environment.Direct target group: older adult learners, adult educators, young adults and their communities.The objectives of the project were:- to improve and expand the provision of high quality learning opportunities for older adult learners- Promote the development of volunteering skills among older people- To bring European Cultural Heritage knowledge and networks closer to learners in later life- To support seniors in non-formal education activities- Introduce seniors to digital encounters and initiate digital learning pathways that network European Cultural Heritage- Promote Erasmus+ offering educational experiences and exchange activities for older people.<< Implementation >>The first IO of the SEED4OS project was the Case Study (which included the Experience Round Table).The second IO was the Digital Volunteering Platform.IO3 was the Digital Match. It aims to introduce older people to online digital encounters and initiate forms of digital learning for older people.In addition, the experience table was held in all partner cities; the cultural festival ‘From seed to flower’, and the scientific day ‘Innovative models of promotion, positioning and conservation of European Cultural Heritage through digital volunteering with older students’<< Results >>The analysis of the reality of the four SEED4OS project countries allowed for an evidence-based approach. On this premise, we wanted to ensure that the programme was relevant, accessible and effective for older adults. Its contribution is evident on several levels:1. identification of specific needs2. Adaptation of content and teaching methods3. Evaluation of good practices and analysis of errors4. Measuring the impact and sustainability of the programmeFor the development of IOS 2 the partners were able to gather 25 volunteers in total: 13 women and 12 men who organised themselves for the following tasks:- Direct digital training .- Accessibility testing and adaptation of platform resources - Management and dynamisation It was structured on the basis of 5 types of meetings that addressed topics such as strategies for sharing personal information and breaking the ice; knowledge exchange across generations and cultures; dissemination of relevant topics; presentation of individual service offerings; measuring the impact of the experience on their learning and engagement with the community.
