Abstract

The paper discusses the results of a single educational experiment which aimed to evaluate the effectiveness of the use of location based-game in the education of seniors. The participants took part in classes on the use of video games console PlayStation 3. 57 senior (over 60 years of age) learners took part in the study. They have been randomly assigned to control and experimental groups. The control group took part in traditional classes and the experiment group took part in location-based game. The aim of the study was to answer the research question: Does the learning of information and communications technologies by seniors with the use of location-based game improve the quality of learning (indicated by the time of realising the task, number of questions asked during the realisation of the task, seniors’ evaluation of the technology, of the classes and of their own competences)? Seniors evaluated the classes, the technology and their own competences by means of original questionnaire consisting of grading attractiveness, usefulness and difficulty of the class and the technology, and grading their own ability to use the technology, the want to use the technology and the recommendation of the technology to others. As the results of the experiment indicate the learning of information and communications technologies by seniors with the use of location-based game improves the quality of their learning. The use of location-based game increases significantly the pace of assimilation of the knowledge by the learners as indicated by the time of realising the task. It also increases the level of self-reliability of the learners as indicated by the number of questions asked during the realisation of the task. However, it does not affect learners’ perception of the technology, the classes and their own competences as is indicated by the evaluation. DOI: 10.5901/mjss.2014.v5n19p396

Highlights

  • The paper discusses the results of a single educational experiment which aimed to evaluate the effectiveness of the use of location based-game in the education of seniors

  • The main research question was: Does the learning of information and communications technologies by seniors with the use of location-based game improve the quality of learning?

  • For the purpose of the research presented in the project, members of the research team have designed location-based game which aim was to answer the question: Does the learning of information and communications technologies by seniors with the use of location-based game improve the quality of learning? For the needs of the experiment we have decided to choose a technology with which the participants had not had any contact so far, namely: video games console PlayStation 3

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Summary

Introduction

The paper discusses the results of a single educational experiment which aimed to evaluate the effectiveness of the use of location based-game in the education of seniors. The aim of the study was to answer the research question: Does the learning of information and communications technologies by seniors with the use of location-based game improve the quality of learning (indicated by the time of realising the task, number of questions asked during the realisation of the task, seniors’ evaluation of the technology, of the classes and of their own competences)? As a response to those shifts a number of actions have been undertaken on the international level – for instance the naming of the year 2012 as the European Year of the Activity of Elderly Persons and Intergenerational Solidarity Another example is the undertaking of comparative research of the Active Ageing Index. The education of older persons for the informational society is still a little researched issue

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