有意义的学习:老年人在严肃游戏中的动机。

IF 2.1 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS
Johnny Salazar Cardona, Jeferson Arango Lopez, Francisco Luis Gutiérrez Vela, Fernando Moreira
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引用次数: 3

摘要

社会可持续性是指通过均衡的教育、学习和意识水平来产生重要行为,从而使人们拥有良好的生活水平,实现自我完善并支持社会。这可以通过各种策略来实现,其中之一是通过游戏进行学习,近年来由于积极的结果,游戏越来越受欢迎。这是通过严肃的游戏有效实现的,游戏正在稳步增长,主要是在教育和医疗保健领域。这种类型的战略通常用于年轻人群,并与促进其应用的技术过程进行透明的互动。然而,我们不能忽视其他人群,如老年人,他们可能会经历技术差距,可能不会从最好的角度看待这种主动性。本文的目的是确定鼓励老年人使用严肃游戏来鼓励技术学习过程的不同动机。为此,已经确定了以前对老年人游戏体验的不同研究,从中可以对激励这一人群的一系列因素进行分类。随后,我们通过老年人动机模型来表示这些因素,为了能够使用它,我们定义了一组基于该模型的启发式方法。最后,我们通过问卷调查的方式使用启发式方法来评估老年人严肃游戏的设计,获得了使用这些元素来指导老年人严肃学习游戏的设计和构建的积极结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Meaningful learning: motivations of older adults in serious games.

Meaningful learning: motivations of older adults in serious games.

Meaningful learning: motivations of older adults in serious games.

Meaningful learning: motivations of older adults in serious games.

Social sustainability is the generation of significant behaviors through balanced levels of education, learning and awareness so that the population has a good standard of living, achieves self-improvement and supports society. This can be achieved with various strategies, one of which is learning through games, which has gained popularity in recent years due to positive results. This is effectively achieved through serious gaming, which is growing steadily, mostly in education and healthcare. This type of strategy has been typically used in young populations with a transparent interaction with technological processes that facilitate its application. However, one cannot neglect other populations such as the elderly, who may experience a technology gap and may not perceive this type of initiative in the best light. The purpose of this article is to identify the different motivations that can encourage older adults to use serious games to encourage learning processes through technology. For this purpose, different previous research on gaming experiences with older adults has been identified, from which it was possible to categorize a series of factors that motivate this population. Subsequently, we represented these factors by means of a model of motivation for the elderly and, to be able to use it, we have defined a set of heuristics based on this model. Finally, we used the heuristics by means of a questionnaire to evaluate the design of serious gaming for older adults, obtaining positive results for the use of these elements to guide the design and construction of serious games for learning in older adults.

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来源期刊
Universal Access in the Information Society
Universal Access in the Information Society COMPUTER SCIENCE, CYBERNETICS-
CiteScore
6.10
自引率
16.70%
发文量
81
审稿时长
>12 weeks
期刊介绍: Universal Access in the Information Society (UAIS) is an international, interdisciplinary refereed journal that solicits original research contributions addressing the accessibility, usability, and, ultimately, acceptability of Information Society Technologies by anyone, anywhere, at anytime, and through any media and device. Universal access refers to the conscious and systematic effort to proactively apply principles, methods and tools of universal design order to develop Information Society Technologies that are accessible and usable by all citizens, including the very young and the elderly and people with different types of disabilities, thus avoiding the need for a posteriori adaptations or specialized design. The journal''s unique focus is on theoretical, methodological, and empirical research, of both technological and non-technological nature, that addresses equitable access and active participation of potentially all citizens in the information society.
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