Overcoming the digital divide with a modern approach to learning digital skills for the elderly adults

被引:0
作者
Borka Jerman Blažič
Andrej Jerman Blažič
机构
[1] International Post-graduate School Jožef Stefan and Institut Jožef Stefan,
来源
Education and Information Technologies | 2020年 / 25卷
关键词
Digital divide; Digital literacy; Older adults; Education; Digital skills; Game playing;
D O I
暂无
中图分类号
学科分类号
摘要
As digital multimedia devices increasingly pervade people’s lives, including the lives of older adults, the need to provide relevant training for these age groups grows. Older adults, not due to their frailty or age, often find it difficult to use digital devices like smartphones, and they often lack the basic digital literacy required to use multimedia interactive devices with touchscreen technology. This is the major reason why they are experiencing the sharp digital divide in the twenty-first century. In this study, older adults from four European countries participated in a two-phase process: playing interactive games on a large touchscreen tablet and learning how to use a smartphone to access digital services. The attitudes and the difficulties associated with adopting the skills to operate the device and use the digital services were observed and discussed. The findings and recommendations for an effective approach to this problem are discussed at the end of the paper.
引用
收藏
页码:259 / 279
页数:20
相关论文
共 73 条
[1]  
Allan G(2003)A critique of using grounded theory as a research method Electronic Journal of Business Research Methods 2 1-10
[2]  
Baldaro B(2004)Aggressive and non violent videogames:Short-term psychological and cardiovascular effects on habitual players Stress and Health 20 203-208
[3]  
Tozzi G(2009)Design-based research: Putting a stake in the ground The Journal of the Learning Sciences 13 1-14
[4]  
Codispoti M(2005)Making learning fun: Quest Atlantis, a game without guns Educational Technology Research and Development 53 86-107
[5]  
Montebarrocci O(2013)Measuring ICT use and learning outcomes: Evidence from recent econometric studies European Journal of Education 48 28-42
[6]  
Barbagli F(2012)A systematic literature review of empirical evidence on computer games and serious games Computers & Education 59 661-686
[7]  
Trobini E(2001)The importance of symbolic interaction grounded theory research on woman health Journal Health Care for Women International 22 11-27
[8]  
Barab S(2018)The logic of design research Learning: Research and Practice 4 131-160
[9]  
Squire K(2002)Games, motivation, and learning: A research and practice model Simulation & Gaming 33 441-735
[10]  
Barab S(2018)How do entrepreneurs learn and engage in an online community-of-practice? A case study approach Behaviour & Information Technology 37 714-423