Meaningful learning: Motivations of older adults in serious games

dc.contributor.authorCardona, Johnny Salazar
dc.contributor.authorArango-López, Jeferson
dc.contributor.authorGutiérrez Vela, Francisco Luis
dc.contributor.authorMoreira, Fernando
dc.date.accessioned2023-07-05T11:05:43Z
dc.date.available2023-07-05T11:05:43Z
dc.date.issued2023-03-14
dc.description.abstractSocial 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.pt_PT
dc.identifier.citationCardona, J. S., Arango Lopez, J., Gutiérrez Vela, F. L., & Moreira, F. (2023). Meaningful learning: Motivations of older adults in serious games. Universal Access in the Information Society (UAIS), (Published online: 14 march 2023), 1-16. https://doi.org/10.1007/s10209-023-00987-y. Repositório Institucional UPT. http://hdl.handle.net/11328/4887pt_PT
dc.identifier.doihttps://doi.org/10.1007/s10209-023-00987-ypt_PT
dc.identifier.issn1615-5297
dc.identifier.urihttp://hdl.handle.net/11328/4887
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherSpringerpt_PT
dc.relation.publisherversionhttps://link.springer.com/article/10.1007/s10209-023-00987-ypt_PT
dc.rightsrestricted accesspt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectLearningpt_PT
dc.subjectSustainabilitypt_PT
dc.subjectSerious gamespt_PT
dc.subjectOlder adultspt_PT
dc.subjectMotivationspt_PT
dc.titleMeaningful learning: Motivations of older adults in serious gamespt_PT
dc.typejournal articlept_PT
degois.publication.firstPage1pt_PT
degois.publication.lastPage16pt_PT
degois.publication.titleUniversal Access in the Information Society (UAIS)pt_PT
degois.publication.volumePublished online: 14 march 2023pt_PT
dspace.entity.typePublicationen
person.affiliation.nameUniversidade Portucalense
person.familyNameMoreira
person.givenNameFernando
person.identifier.ciencia-id7B1C-3A29-9861
person.identifier.orcid0000-0002-0816-1445
person.identifier.ridP-9673-2016
person.identifier.scopus-author-id8649758400
relation.isAuthorOfPublicationbad3408c-ee33-431e-b9a6-cb778048975e
relation.isAuthorOfPublication.latestForDiscoverybad3408c-ee33-431e-b9a6-cb778048975e

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