1. Introduction

The widespread adoption of digital technologies has fundamentally transformed the structure of education, social interaction, and leisure time use, particularly among young populations (Livingstone, 2008). While internet and mobile device usage has become an integral part of contemporary life, excessive or improper use presents significant risks (Keyes et al., 2015). The relationship between cyberbullying, online predation, digital addiction, and mental health problems has been increasingly documented by researchers (Twenge & Campbell, 2018).

In this context, educational institutions and policymakers recognize the need to develop new strategies aimed at protecting young people from digital risks and guiding them toward responsible digital citizenship (Ferrari, 2013). The European Union’s DigComp Framework serves as an important guide in defining and developing digital competencies (Carretero et al., 2017).

In response to this need, the DigRight Project – The Correct Use of Technology to Prevent Digital Addictions, supported by the Erasmus+ programme, has developed an innovative mobile application to help teachers and students recognize digital risks and develop healthy technology use habits. This collaborative initiative involves partners from Poland, Spain, Austria, Romania, Greece, Estonia, and Turkey, with Istanbul University-Cerrahpaşa serving as the project leader and coordinator of the Mobile Application Work Package.

  1. Project Scope and Application Development Process

The DigRight Project is coordinated by Istanbul University-Cerrahpaşa in collaboration with partners from Poland, Spain, Austria, Romania, Greece, Estonia, and Turkey. A multidisciplinary approach was adopted in the development of the DigRight Application, bringing together experts in education, technology, psychology, and digital safety. The design phase of the application incorporated ergonomic and pedagogical principles. Specifically, the principles outlined by Gee (2005) regarding learning in digital games and the gamification framework proposed by Kapp (2012) were used as reference points to ensure the application possessed an interactive and engaging structure (Kapp, 2012). The development process also adhered to best practices in user experience design and educational technology, ensuring that the final product would be both technically sound and pedagogically effective.

  1. Features and Design of the DigRight Application

3.1 Scenario-Based Learning Approach

The DigRight Application was designed based on realistic scenarios reflecting situations that adolescents encounter in their daily digital lives. The main themes addressed within the application include:

  • Excessive social media use
  • Online gaming addiction
  • Cyberbullying and harassment
  • Screen time overuse
  • Digital dependency symptoms
  • Risky online behaviors (Boyd, 2014; O’Keeffe & Clarke-Pearson, 2011)

These scenarios were selected in accordance with sociological and psychological research and contribute to developing students’ decision-making abilities in realistic situations (Meyers et al., 2013). By presenting authentic challenges, the application bridges the gap between abstract instruction and real-world application, enhancing transfer of learning.

3.2 Gamification Elements and Interactive Design

Another significant feature of the application is the integration of gamification elements (points, badges, leaderboards) into the learning process. A meta-analysis conducted by Hamari and colleagues (2014) demonstrated that gamification significantly increases student engagement and motivation. These elements are particularly effective in maintaining user interest during mobile learning sessions.

The interactive activities within the application require users to:

  • Identify digital risks present in the scenarios
  • Analyze potential threats
  • Make informed decisions (Prensky, 2007)

This active learning approach encourages higher-order thinking skills rather than passive consumption of information.

3.3 Educational Guidance and Development of Digital Competencies

A key distinguishing feature of the DigRight Application is its connection of identified risks with practical advice and educational guidance. Rather than simply informing users about digital dangers, the application guides users in developing healthier digital habits. The application supports the development of (Carretero et al., 2017) competencies aligned with the European DigComp Framework:

  • Critical thinking
  • Self-awareness
  • Responsible technology use

This alignment ensures that the application contributes to the comprehensive development of digital competence as defined by European standards.

  1. Pilot Testing Phase and Evaluation

Following the development phase, the DigRight Application was introduced to partner institutions for testing and evaluation. Teachers, educators, and project stakeholders from participating countries provided feedback on the following dimensions:

  • Usability and Interface Design: The intuitiveness and user-friendliness of the application
  • Content Quality: The accuracy and currency of presented information
  • Educational Value: The alignment of scenarios with learning objectives
  • Overall Effectiveness: The application’s capacity to raise awareness about digital wellbeing

This collaborative testing process was designed to determine whether the application meets the needs of both educators and students across different educational contexts (Cohen et al., 2011). The multi-national approach to testing ensured that cultural differences and diverse educational systems were considered.

  1. Initial Findings and Reflections

Initial feedback from institutions participating in the pilot phase revealed several significant strengths of the application:

  1. Interactive Structure: The narrative-based and interactive design of the application maintained high levels of student engagement throughout the experience.
  2. User-Friendly Interface: The mobile application design’s adherence to ergonomic principles enabled users of different age groups to utilize it easily and intuitively.
  3. Supporting Digital Wellbeing: The application facilitates discussions about digital wellbeing within school settings and helps promote awareness of healthy technology use (Przybylski & Weinstein, 2017).

Participants also noted the application’s potential for integration into existing curriculum and guidance programs, suggesting its versatility across different educational contexts.

  1. Discussion

The DigRight Application makes an important contribution to the field of digital literacy and digital security education. Relevant literature demonstrates that technology-enhanced learning environments can produce more effective outcomes compared to traditional teaching methods (Mayer, 2014). The integration of evidence-based design principles with gamification elements appears particularly promising for engaging adolescent learners.

However, as emphasized by Palfrey and Gasser (2008), technology-based learning tools are insufficient in isolation; they must be implemented in conjunction with teacher guidance and institutional support. In this regard, the DigRight Application was specifically designed as a tool that teachers can use within the classroom and to facilitate constructive discussions with students about digital risks. The application serves as a catalyst for dialogue rather than as a replacement for human interaction and professional guidance.

Furthermore, the development of the application through international collaboration reflects the transnational nature of digital risks. Young people face similar challenges regardless of geographic location, suggesting that shared solutions developed through international cooperation can be particularly effective (Livingstone, 2008).

  1. Conclusion and Future Perspectives

The DigRight Project demonstrates that education is among the most effective tools in combating digital addiction and unhealthy online behaviors. Through international cooperation, innovative technologies, and evidence-based educational practices, the project aims to equip schools with practical solutions that promote responsible and conscious technolLS