Elderly people often struggle to keep up with digital advancements, particularly given the fast pace of such developments and the increasing need to interact with novel devices in everyday life. To include elderly people in ongoing socio-technological developments, we aim to overcome the barriers to learning and adoption such older adults may face. In this contribution, we set the methodological stage for an interactive game-playing approach using touchscreen tablets. By using games in learning settings, we encourage elderly people in digital adoption and skill development. In a first study, a video analysis of game-playing sessions and active learning support were performed. Although approaches that combine game-playing with learning could encourage elderly people to become an integral part of a technologically advancing society, the facilitation of interaction processes in individual and collective gaming seems to be crucial. We report on the performed field study and provide methodological suggestions for investigating digital media adoption.
This paper reports three exploratory empirical studies with older adults that had little or no prior experience with interactive technologies. The participants were introduced to interactive technology by playing games on touchscreens, playing in pairs with the assistance of a mentor. We focus on two principle aspects, the peer-to-peer interaction during these sessions, and the role of the mentor in progressing the sessions. In the case of peer-to-peer interaction we looked for ways in which players supported each other during interaction to assess the role of peer interaction in this context. In the case of mentoring, we examined the efficacy of a minimalist approach where verbal encouragement, suggestions or (in the last resort) intervention are used to provide support to learners. The sessions showed that learners typically could play and learn basic manipulations independently after initial help and guidance from mentors. We also found that peer interaction, both in verbal and non-verbal communication and cooperative action was broadly a positive influence within sessions, suggesting that there is a significant value in building confidence as well as in learning.
When the COVID-19 pandemic forced higher education institutions to implement their programs in an online setting, different groups of students were influenced to different extents. In many cases, the main locus of learning moved to students' homes, and their learning experiences were suddenly contextualized in their residential situation and immediate physical learning environment. The present study consequently examines the role of physical learning environments on different factors influencing students’ learning when pursuing their study from at home. It contrasts the situation of traditional students in a higher education institution and non-traditional students in an academic continuing education institution, which address target groups with different living conditions and needs in learning support. Data were collected via an online survey sent to students enrolled in these two institutions, with a total of 353 students participating during a timeframe impacted by COVID-related lockdowns. We found that stress and well-being is strongly linked to the quality of the surrounding environment of the learning place, whereas perceived motivation is more strongly related to the quality of the learning place itself. How strongly students are affected by these factors is moderated by their overall socio-spatial context. Academic continuing education students are more resilient to sub-optimal physical learning environment than traditional students. Altering the design of the immediate learning environment consequently can help to mitigate factors that negatively impact students’ well-being and learning motivation, which is particularly important for traditional students, who primarily dedicate their time to pursuing their studies.
Background: The lack of commonly accepted models of educational Design-based Research (DBR) hinders the effectiveness of knowledge transfer and theory development in this field. Such models are well established in information systems (IS) research. The structured approaches to DBR in IS research have the potential to inform educational research practice for facilitating the interplay between theoretical and practical advancements. Method: We compare existing approaches to identify compatibility in terms of objectives and structured process designs in the two fields based on a literature review. Having established common ground, we examine the role of theory as a result of DBR and identify potential for synthesis of existing concepts. Finally, we transfer an DBR contribution types model from IS and evaluate its applicability by reflecting it against outcomes in educational DBR. Findings: We show a compatibility of the goals and characteristics of DBR in both disciplines and identify a common underlying understanding that enables a transfer of concepts and models. The nature of DBR outcomes in educational research is found to be ambiguous, in particular with respect to the role of theory. This hampers the development of generalizable and transferable findings. DBR in IS provides more coherent models of the role of theory and the processes that lead to its development and validation. We show that these models can inform the implementation of educational DBR. Contribution: The paper contributes to the advancement of educational DBR by transferring models from IS research after thoroughly examining the compatibility of DBR in both fields. The more structured approach to examine and assess DBR outcomes enables to improve the generalizability and transferability of findings in educational research.
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