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Game-playing as an effective learning resource for elderly people: encouraging experiential adoption of touchscreen technologies
Universal Access in the Information Society ( IF 2.4 ) Pub Date : 2018-11-03 , DOI: 10.1007/s10209-018-0638-0
Sabrina Oppl , Christian Stary

Elderly people often struggle to keep up with digital advancements, particularly given the fast pace of such developments and the increasing need to interact with novel devices in everyday life. To include elderly people in ongoing socio-technological developments, we aim to overcome the barriers to learning and adoption such older adults may face. In this contribution, we set the methodological stage for an interactive game-playing approach using touchscreen tablets. By using games in learning settings, we encourage elderly people in digital adoption and skill development. In a first study, a video analysis of game-playing sessions and active learning support were performed. Although approaches that combine game-playing with learning could encourage elderly people to become an integral part of a technologically advancing society, the facilitation of interaction processes in individual and collective gaming seems to be crucial. We report on the performed field study and provide methodological suggestions for investigating digital media adoption.

中文翻译:

将游戏作为老年人的有效学习资源:鼓励体验式采用触摸屏技术

老年人经常难以跟上数字化发展的步伐,特别是考虑到这种发展的快节奏以及在日常生活中与新型设备进行交互的需求日益增加。为了使老年人参与不断发展的社会技术发展,我们旨在克服老年人可能面临的学习和收养障碍。在此贡献中,我们为使用触摸屏平板电脑的交互式游戏方法奠定了方法论舞台。通过在学习环境中使用游戏,我们鼓励老年人进行数字采用和技能开发。在第一项研究中,对游戏过程和主动学习支持进行了视频分析。尽管将游戏与学习结合起来的方法可以鼓励老年人成为技术进步社会不可或缺的一部分,在个人和集体游戏中促进互动过程似乎至关重要。我们报告进行的现场研究,并提供调查数字媒体采用情况的方法学建议。
更新日期:2018-11-03
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