Older peoples perceptions and experiences of a digital learning game

Autores: HH Nap, Unai Diaz-Orueta, Mari Feli González, K Lozar-Manfreda, D Facal, V Dolničar, David Oyarzun, MM Ranga, B de Schutter

Fecha: 15.01.2015

Gerontechnology


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Abstract

The paper describes the evaluation studies of a learning game for older adults using a multicultural European sample. The goal of the evaluation was to explore the acquisition of knowledge as a result of game play, the acceptance of two different game interaction systems by the seniors, their experiences while playing the game, and the accessibility of the game’s user interface. Several qualitative and quantitative research methods were combined among older adults in the Netherlands, Spain and Greece. The tests revealed that (i) the accessibility of the game menus and interaction devices was high, (ii) the player experience in digital game play with a TV remote control and 3D sensor were mostly positive, and (iii) the older adults reported that they experienced learning. Overall, it can be concluded that the goals were met, offering a similar accessibility and player experience between the three different countries, and to provide a learning experience for older Europeans.

BIB_text

@Article {
author = {HH Nap, Unai Diaz-Orueta, Mari Feli González, K Lozar-Manfreda, D Facal, V Dolničar, David Oyarzun, MM Ranga, B de Schutter},
title = {Older peoples perceptions and experiences of a digital learning game},
journal = {Gerontechnology},
pages = {322-331},
number = {3},
volume = {13},
keywds = {

Usability, acceptance, senior preferences, serious games, lifelong learning


}
abstract = {

The paper describes the evaluation studies of a learning game for older adults using a multicultural European sample. The goal of the evaluation was to explore the acquisition of knowledge as a result of game play, the acceptance of two different game interaction systems by the seniors, their experiences while playing the game, and the accessibility of the game’s user interface. Several qualitative and quantitative research methods were combined among older adults in the Netherlands, Spain and Greece. The tests revealed that (i) the accessibility of the game menus and interaction devices was high, (ii) the player experience in digital game play with a TV remote control and 3D sensor were mostly positive, and (iii) the older adults reported that they experienced learning. Overall, it can be concluded that the goals were met, offering a similar accessibility and player experience between the three different countries, and to provide a learning experience for older Europeans.


}
date = {2015-01-15},
year = {2015},
}
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