Academic Research

Publications in academic journal and conferences.

Game-Based Introductory Learning: Teaching Digital Skills to Older Citizens

Authors: Mark Springett, Suzette Keith & Gill Whitney. Middlesex University, UK

Proceedings of the 32nd International BCS Human Computer Interaction Conference (HCI 2018). Belfast, UK, 4 – 6 July 2018

ABSTRACT

This paper gives a brief description of an exploratory study in which older citizens were introduced to interactive technology by playing games on touch-screens, playing in pairs with the assistance of a mentor. We focus on two principle aspects, the peer-to-peer interaction during these sessions, and the role of the mentor in progressing the sessions. In the case of peer-to-peer interaction we looked for ways in which players supported each other during interaction to assess the role of peer interaction in this context. In the case of mentoring, contrasting approaches taken in the sessions were analysed for their relative efficacy, both in managing instrumental learning, and in fostering confidence and positivity in participants. We found that peer interaction was broadly a positive influence within sessions. Mentors primarily have a strategic role in providing encouragement and support for the flow of exploratory interaction, rather than providing proactive tutoring. Authors: Mark Springett, Suzette Keith & Gill Whitney. Middlesex University, UK

This paper is available at https://ewic.bcs.org/content/ConMediaFile/31878

A Community-Level Perspective on Digitally and Socially Including Older People

Author: James Richardson. Good Things Foundation, UK

Proceedings of the 32nd International BCS Human Computer Interaction Conference (HCI 2018). Belfast, UK, 4 – 6 July 2018

ABSTRACT

A presentation of findings from the evaluation of the Future Digital Inclusion programme funded by the UK Government Department of Education. Data show the effectiveness of embedding digital inclusion support within wider social inclusion services at the local level, mediated by institutions and organisations which have established pathways to engage older people.

This paper is available at https://ewic.bcs.org/content/ConMediaFile/31876

Game-playing as an effective learning resource for elderly people: encouraging experiential adoption of touchscreen technologies

Authors: Sabrina Oppl, Christian Stary
Johannes Kepler University Linz

Abstract
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.

Journal: Universal Access in the Information Society
DOI: 10.1007/s10209-018-0638-0

The article is available under https://link.springer.com/article/10.1007/s10209-018-0638-0