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Learning Digital Skils for Elderly People by using Touch Screen Technology and Learning Games: A Case Study

Topics: Active Learning; Computer-Supported Collaborative Learning; Context Dependent Learning; e-Learning Hardware and Software; e-Learning Platforms, Portals; Game-Based and Simulation-Based Learning; Gamification for Learning; Health Sector Applications; Learning Analytics; Mentoring and Tutoring; Metrics and Performance Measurement; Project Based Learning and Engineering Education; Smart Devices as Collaborative Learning Tools; Social Computing for Learning and Knowledge Sharing; Tools to Assess Learning; Virtual Labs and Virtual Classrooms

Authors: Borka Jerman Blažič ; Primož Cigoj and Andrej Jerman Blažič

Affiliation: Jožef Stefan Institute, Slovenia

Keyword(s): Elderly People, Game based Learning, Touch Screen Table, Case Study.

Related Ontology Subjects/Areas/Topics: Active Learning ; Computer-Supported Education ; Context Dependent Learning ; e-Learning ; e-Learning Hardware and Software ; e-Learning Platforms ; Game-Based and Simulation-Based Learning ; Information Technologies Supporting Learning ; Learning Analytics ; Learning/Teaching Methodologies and Assessment ; Mentoring and Tutoring ; Metrics and Performance Measurement ; Pattern Recognition ; Project Based Learning and Engineering Education ; Simulation and Modeling ; Simulation Tools and Platforms ; Smart Devices as Collaborative Learning Tools ; Theory and Methods ; Ubiquitous Learning ; Virtual Labs and Virtual Classrooms

Abstract: The problem of learning digital skills among elderly addressed in this paper is focused on an approach focused to overcome the barriers in adoption of touch screen digital technology faced by older adults, by using the game based learning approach. The paper provides an overview of some early results and findings from an exploratory study based on use of an alternative learning approach with games enabled to facilitate the digital literacy and digital skills adoption by elderly people. The learning was carried out with designed games offered on big tablets with touch screen technology. The study results presented in the paper were collected within the project GIRDA – Gameplay foR Inspiring Digital Adoption from the European ERASMUS+ program. The paper describes the research setting, the experiments and the results that are accompanied by discussion and conclusion.

CC BY-NC-ND 4.0

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Paper citation in several formats:
Jerman Blažič, B.; Cigoj, P. and Jerman Blažič, A. (2018). Learning Digital Skils for Elderly People by using Touch Screen Technology and Learning Games: A Case Study. In Proceedings of the 10th International Conference on Computer Supported Education - Volume 1: CSEDU; ISBN 978-989-758-291-2; ISSN 2184-5026, SciTePress, pages 222-229. DOI: 10.5220/0006682002220229

@conference{csedu18,
author={Borka {Jerman Blažič}. and Primož Cigoj. and Andrej {Jerman Blažič}.},
title={Learning Digital Skils for Elderly People by using Touch Screen Technology and Learning Games: A Case Study},
booktitle={Proceedings of the 10th International Conference on Computer Supported Education - Volume 1: CSEDU},
year={2018},
pages={222-229},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0006682002220229},
isbn={978-989-758-291-2},
issn={2184-5026},
}

TY - CONF

JO - Proceedings of the 10th International Conference on Computer Supported Education - Volume 1: CSEDU
TI - Learning Digital Skils for Elderly People by using Touch Screen Technology and Learning Games: A Case Study
SN - 978-989-758-291-2
IS - 2184-5026
AU - Jerman Blažič, B.
AU - Cigoj, P.
AU - Jerman Blažič, A.
PY - 2018
SP - 222
EP - 229
DO - 10.5220/0006682002220229
PB - SciTePress