Affiliation:
1. Simon Fraser University, Burnaby, BC, Canada
2. Université TÉLUQ, Québec, Canada
Abstract
This mixed-methods study examined the social gameplay and learning experience of 50 adults aged 60 years or more during 4 weeks of playing a multiplayer, educational digital Bingo game with embedded learning content about nutrition and health. The first phase consisted of 4 weeks of gameplay with quantitative data collection using pretests and posttests; the second phase used postgame interviews of selected players to collect qualitative data. The results of this study showed significant improvement in players' scores for knowledge, social connectedness, and attitudes toward digital games from the pretest to the posttest. The interview data confirmed these increases and provided insights on the importance of learning, social connectedness, coplaying, and general enjoyment from playing a digital educational game. The results of this study were also consistent with earlier research studies on older adults' needs, experiences, and preferences for digital gameplay.
Subject
Computer Science Applications,Education
Cited by
14 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
1. Improving the Social Connectedness of Older Adults Through Digital Social Gaming - A Pilot Study;Journal of Technology in Behavioral Science;2023-10-07
2. Collaborative learning of new information in older age: a systematic review;Royal Society Open Science;2023-10
3. Meaningful learning: motivations of older adults in serious games;Universal Access in the Information Society;2023-03-14
4. Pervasiveness for Learning in Serious Games Applied to Older Adults;Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality;2023
5. “Piece of Mind” and “Wellbeing Town”;Research Anthology on Game Design, Development, Usage, and Social Impact;2022-10-07