Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology
Abstract
:1. Introduction
1.1. Game-Inspired Design
1.2. Game-Inspired Design for Senior Users
2. Method
2.1. Participants
2.2. Stimulus and Apparatus
2.3. Experimental Design and Dependent Variables
2.4. Procedure
2.5. Assumptions
3. Results
4. Discussion
5. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Item | Age Group 60–69 | Age Group 70–79 | ||
---|---|---|---|---|
Pre M (SD) | Post M (SD) | Pre M (SD) | Post M (SD) | |
1. I prefer to read manuals first and then to try out a new technology. | 2.83 (1.07) | 2.30 (0.97) | 2.92 (1.29) | 2.36 (1.08) |
2. In case I have to use a computer for a game-based learning application, I do not want to spend much time with it. | 2.39 (1.08) | 2.04 (1.30) | 2.28 (1.06) | 1.96 (0.98) |
3. Game-based learning applications can reduce the fear of solving novel tasks. | 3.22 (1.17) | 3.52 (1.31) | 3.76 (1.09) | 4.12 (0.97) |
4. I believe the learning outcome of a game-based learning application to be high. | 3.52 (0.85) | 3.43 (1.20) | 3.72 (0.98) | 4.12 (0.97) |
5. I believe that a game could help me to deal with technology. | 3.22 (1.00) | 3.39 (1.20) | 3.88 (0.93) | 3.96 (1.21) |
6. My motivation in the long run is higher in case of game-based learning applications. | 3.48 (1.04) | 3.22 (1.28) | 3.36 (1.15) | 3.88 (0.93) |
7. I like the idea of teaching myself the handling of a new technology by playing a game. | 3.87 (1.01) | 3.83 (1.30) | 4.12 (1.05) | 4.36 (0.95) |
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Minge, M.; Cymek, D.H. Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology. Information 2020, 11, 249. https://doi.org/10.3390/info11050249
Minge M, Cymek DH. Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology. Information. 2020; 11(5):249. https://doi.org/10.3390/info11050249
Chicago/Turabian StyleMinge, Michael, and Dietlind Helene Cymek. 2020. "Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology" Information 11, no. 5: 249. https://doi.org/10.3390/info11050249
APA StyleMinge, M., & Cymek, D. H. (2020). Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology. Information, 11(5), 249. https://doi.org/10.3390/info11050249