You are here:

Building Online Educational Games for Seniors: The Bingo Game Revisited PROCEEDINGS

, TELUQ, University of Quebec / SAVIE, Canada ; , UQAM, Canada ; , University of Ottawa, Canada ; , Simon Fraser University, Canada

EdMedia + Innovate Learning, in Tampere, Finland ISBN 978-1-939797-08-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

What do we know about the ergonomic conditions that are needed to create an effective online educational game for seniors? Two approaches were used to establish these conditions: a comparative analysis of the literature on the subject and a survey of seniors (55 and older) about their digital gaming habits. This paper presents the ergonomic criteria, in terms of design and user-friendliness, which were used to adapt the Bingo game to make it an online educational game.

Citation

Sauve, L., Renaud, L., Duplàa, E. & Kaufman, D. (2014). Building Online Educational Games for Seniors: The Bingo Game Revisited. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 2549-2554). Tampere, Finland: Association for the Advancement of Computing in Education (AACE). Retrieved November 13, 2018 from .

View References & Citations Map

References

  1. Aalbers, T., Baars, M.A.E., & Olde Rickert, M.G.M. (2011). Characteristics of effective Internet mediated interventions to change lifestyle in people aged 50 and older: A systematic review. Ageing Research Reviews, 10, 487-497.
  2. Callari, T.C., Ciairano, S., & Re, A. (2012). Elderly-technology interaction: accessibilitycand acceptability of technological devices promoting motor and cognitive training. Work 41, 362-369.
  3. De Schutter, B. (2011). Never Too Old to Play: The Appeal of Digital Games to an Older Audience. Games and Culture, 6(2), 155-170
  4. Diaz-Orueta, U., Facal, D., Herman Nap, H., & Ranga, M.-M. (2012). What Is the Key for Older People to Show Interest in Playing Digital Learning Games? Initial Qualitative Findings from the LEAGE Project on a Multicultural European Sample Games for Health, 1(2), 115-123.
  5. Hwang, M.-Y., Hong, J.-C., Hao, Y.-W., & Jong, J.-T. (2011). Elders' Usability, Dependability, and Flow Experiences on Embodied Interactive VideoGames. Educational Gerontology, 37(8), 715-731.
  6. Marin, J.G., Navarro, K.F., & Lawrence, E. (2011). Serious Games to Improve the Physical Health of the Elderly: A Categorization Scheme. Paper presented at the CENTRIC 2011, The Fourth International Conference on Advances in Human-oriented and Personalized Mechanisms, Technologies, and Services Retrieved from http://www.thinkmind.org/index.php?view=article&articleid=centric_2011_3_20_30056 Ogomori, K., Nagamachi, M., Ishihara, K., Ishihara, S., & Kohchi, M. (2011, 19-22 Sept. 2011). Requirements for a Cognitive Training Game for Elderly or Disabled People. Paper presented at the Biometrics and Kansei Engineering (ICBAKE), 2011 International Conference on.
  7. Pearrow, M. (2007). Web usability handbook (2nd edition), Boston, MA, Charles River Media.
  8. Pham, T.P., & Theng, Y.-L. (2012). Game controllers for older adults: experimental study on gameplay experiences and preferences. Paper presented at the Proceedings of the International Conference on the Foundations of Digital Games. Sauvé, L. (2010a). Effective Educational Games. In D. Kaufman, & L. Sauvé (eds), Educational Gameplay and simulation environments, Case Studies and Lessons Learning, IGI Global. New York: Hershey, 27-50 Sauvé, L. (2010b). Usabililty Guidelines for a Generic Educational Game Shell. In D. Kaufman, & L. Sauvé (eds), Educational Gameplay and simulation environments, Case Studies and Lessons Learning. IGI Global. New York: Hershey, 27-50.
  9. Theng, Y.-L., Chua, P.H., & Pham, T.P. (2012). Wii as entertainment and socialisation aids for mental and social health of the elderly. Paper presented at the Proceedings of the 2012 ACM annual conference extended abstracts on Human Factors in Computing Systems Extended Abstracts.
  10. Whitlock, L.A., McLaughlin, A.C., & Allaire, J.C. (2011). VideoGame Design for Older Adults: Usability Observations from an Intervention Study. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 55 (1), 187-191.

These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact info@learntechlib.org.