Learning Digital Skils for Elderly People by using Touch Screen
Technology and Learning Games: A Case Study
Borka Jerman Blažič, Primož Cigoj and Andrej Jerman Blažič
Institut Jožef Stefan, Jamova 39, Ljubljana, Slovenia
Keywords: Elderly People, Game based Learning, Touch Screen Table, Case Study.
Abstract: The problem of learning digital skills among elderly addressed in this paper is focused on an approach focused
to overcome the barriers in adoption of touch screen digital technology faced by older adults, by using the
game based learning approach. The paper provides an overview of some early results and findings from an
exploratory study based on use of an alternative learning approach with games enabled to facilitate the digital
literacy and digital skills adoption by elderly people. The learning was carried out with designed games
offered on big tablets with touch screen technology. The study results presented in the paper were collected
within the project GIRDA Gameplay foR Inspiring Digital Adoption from the European ERASMUS+
program. The paper describes the research setting, the experiments and the results that are accompanied by
discussion and conclusion.
1 INTRODUCTION
The place of Europe in the future of the ICT will
depend on its ability to work and to manage the digital
innovation brought by the new technology for benefit
of all in the continent. In June 2016, a new Skill
Agenda was launched by the EU Commission with
digital skills as a key component of the European
development. The Agenda presents a number of
actions and initiatives that seek to improve the digital
skills at all levels and among all citizens with a
specific attention to elderly people. The problem of
learning digital skills among elderly addressed in this
paper is focused on the overcoming the barriers in
adoption of touch screen digital technology faced by
older adults, by using the game based learning
approach. The elderly European citizens may either
be in retirement or in middle age and they often have
no digital skills required for use of the services
offered on modern phone or similar devices with
touch screen interfaces. Increasingly, digital skills are
required for performing instrumental tasks such as
searching for contacts, medical help, measuring
medical indicators in an e-health service, paying
bills, and taking part in democratic processes. Access
to cultural resources, social connectedness and
emotional well-being are also activities related to the
adoption of digital technology skills among the
elderly people.
Several barriers for learning digital concepts
among older adults were identified relatively early
(Tang et al., 2006). These barriers partly appear
because the learning of digital skills is different in its
fundamental nature from what these people have
previously experienced. It was also found that
acquisition of digital concepts occur more easily
through hands-on trials and with use of the error-
based learning principles developed by some
researchers (Damodaran and Sandhu, 2016). Hands-
on exploration approach used by the learners was
found to be more effective than using secondary
assistance such as manuals or procedural descriptions
of concepts. This becomes typical approach for the
way in which these devices are learned in the last ten
years (
Häikiö et al., 2007). However, this is type of
learning is not familiar to many older citizens because
its use involves a number of problems in approaching
them. One of the barriers is the sense that le learning
is too difficult task, and is discomforting or
potentially stigmatizing prospect for the elderly due
to the lower physical ability and more difficult
understanding of the digital concept. In addition,
many older people are also not comfortable to learn
something that they perceive to be a 'classroom '
setting by trying to pick up concepts and skills
through a third party. Also, many of them have not
222
Jerman Blaži
ˇ
c, B., Cigoj, P. and Jerman Blaži
ˇ
c, A.
Learning Digital Skils for Elderly People by using Touch Screen Technology and Learning Games: A Case Study.
DOI: 10.5220/0006682002220229
In Proceedings of the 10th International Conference on Computer Supported Education (CSEDU 2018), pages 222-229
ISBN: 978-989-758-291-2
Copyright
c
2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
been in touch with the digital technology and rely for
their digital based service need on visits to public day
centres for use it where help can be expected.
Sometimes, additional concern appears among them
when a mentor is present without specific knowledge
for elderly learning.
A game concept for elderly was designed to foster
social interaction and physical activity. This was
investigated in several case studies (Gerling, Schulte
and Masuch, 2011). One of the studies has found that
playing brain training games on a portable game
console had a positive correlation with the reported
fun and the learning within an elderly age group.
Similar studies has recognized some cognitive
challenges that are aimed to provide a satisfying
gameplay mechanics for the elderly (Al Mahmud et
al. (2008) and consequently better learning. Finally,
the Elder Games project by Gamberini et al. (2008)
proposed gaming solution specifically designed to
test and train cognitive abilities of elderly persons.
Previous research in this area tried to address
mainly (Gerling, Schulte and Masuch, 2011) the
digital game design for elderly persons from different
perspectives, by focusing on the creation of enjoyable
gaming experience for seniors, while trying to
motivate them to engage in healthy behaviour through
engagement in playing.
The work presented in this paper is to provide
another aspect in elderly learning by focusing the
research work to the development of digital skills in
an attempt to make the elderly people capable of
using modern digital devices with touch screen
interfaces. This paper provides an overview of some
early results and findings from an exploratory study
based on the use of an alternative learning approach
with games that facilitate the digital literacy and
digital skills adoption by elderly people by gaming
and socializing. The learning was carried out with
designed games offered on big tablets with touch
screen technology. The study results presented in the
paper were collected within the project GIRDA
Gameplay foR Inspiring Digital Adoption from the
European ERASMUS+ program by the partner from
Slovenia. The paper introduces the research setting,
the experiments and the results that are accompanied
by discussion and conclusion.
2 DIGITAL SKILLS LEARNING
AND TOUCH SCREEN
TABLETS
Contemporary digital skill training for older citizens
usually reflects a 'behaviourist' metaphor of teaching
and learning. Typically, learners are tutored and
thought with basic manipulations for specific key
tasks offered over the e-services such as filling claim
forms. Frequently reported problems in building these
skills with that approach include difficulties in
acquiring and retaining the skills as fear appears
among the learners that errors will be made. General
reluctance to explore the technics or the technology is
present in the part of many elderly participants. Those
acting in mentoring role are often not highly skilled
or trained teachers, and many of them have only
recently acquired digital skills themselves. Therefore,
being placed in a 'teacher-like' role for such tasks is
something that can be discomforting for the mentors
as well. This interpretation of the roles of teacher and
learner is often also problematic for learners,
particularly if they had bad previous experience of
formal learning in classical classrooms setting. By
contrast the approach taken in the study presented in
this paper reflects constructivist and socio-cultural
methods that encourage learners to develop
confidence and skill through hands-exploration and
discovery in a supportive environment that includes
mentorship and collaborators from their own
environment. In such environment mentors are
expected to easily interact with learners, to observe
them and to demonstrate the tasks through action,
and by providing direct support rather than being put
under pressure to 'teach' the class in the traditional
sense.
The approach taken in the study explicitly
separates learning from any specified instrumental
context by using games generally available on big
tablets. In doing so the approach the intention is the
learning process “to be hidden” from the users. The
attractiveness and low-pressure nature of the selected
games in the experiment addresses the affective and
culturally-situated barriers to learning. Academic
studies (Haikio et al., 2007) of novice older users
playing touch table games have suggested that older
users are capable to rapidly acquire manipulation
skills and that they exhibit a willingness to explore
the new tool in a way that naturally develops
cognitive and motor skills. This suggests that
effectively 'hiding' the learning of digital concepts in
games that are also carried out in socializing
environment allows users to acquire the skills and the
Learning Digital Skils for Elderly People by using Touch Screen Technology and Learning Games: A Case Study
223
confidence to progress towards full digital literacy.
Furthermore the 'reality-based interaction' of touch
screens is also very likely capable to transfer the
adopted skills in the use of key modern carriers such
as the mobile smart phones, a non-avoidable tool for
many e-health and other e-services.
In setting the research in the GIRDA project all
interrelated areas for this type of learning were taken
into consideration. Serious games have increasingly
attracted the attention of professional trainers and
educators’ due to the empirical evidence, notably
from the 2014 PISA project that surveyed the
relationship between the ICT technology used and
learning outcomes evaluated through scores achieved
by the students in 17 European countries. The authors
of the PISA report, Biagi and Loi (2013) found that
the relationship between the domain-specific PISA
test scores and the measure of the intensity of the
student's gaming activity (playing any game) is the
only information technology indicator that had a clear
positive correlation with the achieved subject scores,
such as mathematics, science and the language of
instruction in the majority of the surveyed European
countries. All the other IT-activities measures in the
same study indicated only negative correlations with
the scores. The positive association between the
intensive use of gaming and the test scores indicates
that gaming during learning positively stimulates the
development of the necessary skills, competences and
abilities, such as problem solving, strategic thinking,
memory, fantasy, interaction and adaptation to the
learning subject, which are elements well captured by
the standardized tests in particular subjects, such as
those used in the PISA survey. Earlier findings by
Wilson et al (2008) on 'Relationships between Game
Attributes and Learning outcomes contributed to the
accepted assessment of the “game based learning
value.” This type of learning was supposed also to be
re-enforced and easier with the abilities offered by
touch screen tablets.
3 STUDY DESIGN
3.1 General Approach
The main objective of the Gameplay for Inspiring
Digital Adoption study was to use games as a learning
tool to develop and practice skills critical for using
touchscreen technology such as tap, drag and rotate n
objects on the screen. Our initial criteria for selection
of the games included familiarity from the ‘real
world’, such as card games, crossword puzzles and
jigsaw puzzles, chess and backgammon. Regarding
the previous knowledge of the participants was
decided to select participants for the study without
any skills in playing games. The selection of games
was based on that decision.
The study was designed as two-player gaming on
a touch-table device (basically a giant tablet e.g. the
Lenovo table) to introduce older learners to
touchscreen functionality, in a low pressure
immersive environment where the fact that
participants are learning was ‘hidden’. The Lenovo
touch table used in the study offers a selection of
preinstalled games that can support up from one to
four people playing simultaneously. However we
decided the game playing to be performed by a pair
of elderly people composed by the same gender or
mixed. Exploring the diverse range of game
categories available on a Windows touchscreen
device presented certain challenges - which might be
off-putting for new users trying to find their way in
using the screen functionality. The main property of
the game to be selected was the game to create non-
stressful and enjoyable paths to learning cognitive
motor skills. This implied such type games that avoid
placing o cognitive burden on the learner that
distracts unduly from the skill learning process. The
same applies for games that apply complex set of
rules that may burden the working memory. The
featured ‘popular’ games were generally overly
sophisticated; ‘educational’ games were clearly
aimed at pre-school and primary school age children,
while ‘adult games’ were found to be x-rated. More
useful were the genres which included puzzles, board
games and casual games. It was decided the first
game to introduce a basic drag action as an
introductory lessons for using touch screen device.
The selection was not very difficult as there are a
number of games that introduce dragging in a variety
of ways. The drawing game was selected as most
appropriate for users that have not been in touch
previously with touch screen technology and
computer games. The simple drawing tool in our
repertoire of games was sort of introductory element
so that our participants were enabled to have a first
experience of just touching the tablet and getting an
immediate visual result – be it a fingerprint sized dot,
a line, a house or a ship. The game enabled also using
the tablets key for change of the colour. The second
game was decided to introduce the rotate action and
to enable learning of object moving on the screen.
Koala puzzle was selected as second game. Puzzles
are games that are popular as entertaining games and
it was supposed that not much explanation will be
needed for explanation of the game. However, this
game enabled learning other skills, moving, rotating
CSEDU 2018 - 10th International Conference on Computer Supported Education
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in dragging objects to come in right position. The
third game was selected from the list of games with a
matter of in-situ judgment, so the very popular heavy
traffic Cross road game was selected. The player is
moving an object over very busy roads and is trying
the object to not crash under the fast moving vehicles.
If the crash happens before the object reach the other
side of the last road the game closes and start again.
This game is focused on coordination of the
vision/recognition and motor activity of the fingers.
The three selected games proved useful in identifying
how key variations and their pros and cons in learning
how to act on touch tablet scree can be identified.
Figures 6-8 (see Appendix) present the screenshots
from the video record of all three games.
The participants were recruited from three nursing
homes in Ljubljana, Slovenia (Bokalce, Črnuče and
Kolezija). The home care employee selected the
participants that had no experiences in novel technical
solutions and had never used touch screen device. The
age of the participants ranged from 65 to 85. And
most of them had no previous experiences with digital
technology as we requested novices to form the
group. The level of education ranged from high
school up to master degree. Most of the participants
had weaknesses in some of their motor based
capabilities and this governed the way data were
collected after each of the carried sessions. The
learners have worked in pairs. They were expected to
collaborate in helping each other which was
considered as a socializing effect enriched with the
other members of the particular group. The witness
presence is usually considered as a key dynamic of
co-learning. Participants take cues from watching the
partner interacting with the system and the
consequent system response. One of the study tasks
was to observe how people interacted with each other
as well as with the technology, and how the choice of
game or activity influenced to the changes of these
interactions.
The role of a mentor was appointed to a person
that was paid as a tutor or as a volunteer, or simply
someone with a little more experience in ICT. The
mentor was expected to be capable to guide the less
experienced player and, in the process, improve their
own skills, both as a touchscreen user and as an
informal teacher. However, he/she was not allowed to
intervene on the screen during the session, only in
case a restarting of the game was required.
3.2 The Applied Study Protocol
The applied protocol of the experiments included
several tasks. However, the approach of using hard
protocol’ with strictly controlled variables appeared
to not be a useful approach for GIRDA’s objectives.
Therefore, we stated some parameters for study set-
up that allow for local adjustments. The nature of the
study was based on the spirit of Grounded Theory
(Martin and Turner, 1986), where exploratory studies
may resolve questions but equally importantly
generate issues and questions for the ongoing
investigation. Our guidance for generation and
analysis of data reflects this. As digital adoption
‘landscape’ is different in each environment, it was
allowed the selection criteria to be affected by local
sensitivities in GIRDA participating countries. In
Slovenia, we found that there are elderly in the
nursing home who have had no exposure to digital
technology at all, but more common were those who
have had just a small degree of exposure connected
to their working environment before they retired. In
selecting the participants, as was already agreed
elderly with no prior experience of digital technology
at all or very limited experience and balanced genders
(as far as possible) were asked to be invited to the
experiment . In targeting recruitment pairs were asked
to be formed from both genders as sociality was one
of the key elements of the strategy in learning. It was
also supposed that the participants know each other.
We asked the maintaining personnel in the nursing
home to propose pairs by presenting them the action
as “playing of games” and that as a major part of the
experiments. The action was illustrated additionally
as a ‘gift-based’ incentive. The gifts were provided at
the end of each experiment.
3.3 Conducting the Session
Session began with welcoming the participants with
brief introductions to the people involved and purpose
of the study. Then the participants signed the consent
form and agreement to take part and to the fact that
they will be video recorded but without disclosure of
their identity. The camera was focussed on the screen
and their hands. The session started with an
introduction of the first activity in a form of drawing
game accompanied with the drag action on the screen.
In the introduction an encouragement to touch the
Lenovo table was provided. . The mentor was asked
to inform the participants that his engagement or
struggling to work actions out was not allowed,
however prompting the participants by making
suggestions was recommended. One of the mentor
tasks was to ensure both participants to take a turn, to
discuss progress and to express the first impressions.
The time for drawing was not limited. After drawing
the second activity was introduced, the Game with
Learning Digital Skils for Elderly People by using Touch Screen Technology and Learning Games: A Case Study
225
Rotate and moving objects activity. Giving
encouragement to touch and move pieces to complete
the puzzle was done but in same time it was allowed
the participants to explore first the rotation
unprompted unless stuck. The mentor was supposed
to encourage less active partner to try actions. The
third activity within the third game was more
demanding and it was introduced with an explanation
from the mentor regarding the game gestures and the
goals of the game e.g. crossing successfully several
roads with heavy traffic. Again, the time for playing
was not limited strictly. Each session lasted from one
hour to two and after the gaming was ended post-test
open questions were passed to the participants. These
open questions were intended to give participants
their own opportunity to comment, and reflect on
their experience. The questionnaires (2 of them) were
prepared in advance, each of them with several
questions. They are presented in the Appendix.
4 RESULTS
We have collected data from 30 participants from
three nursing homes aged between 65 and 85 in
collaborative performances on touch-screen devices
over two months. After each session, the participants
were asked one by one to take part in an interview
with several open questions. They were also asked to
fill the template with answers that contained closed
number of questions. The collected data were
analysed with an intention to reveal how elderly
people react and accept the new digital technology
with touch screen, what are their attitudes towards
learning with it, do they accept the way for learning
new skills, do they experienced some difficulties in
development of the motoric skills necessary to act on
the screen, how big was the players immersion with
the games (obtained by observation of the mentor), if
collaboration among the pairs was present and was
observed as a support in solving the game e.g. in the
puzzle game and if the participants within the group
that accompanied the players provided support
during the learning with instructions how to play a
game or with instruction for the move on the tablet
Selections of the processed data are presented as
Figures 1-5 bellow.
Figure 1: Question №1.
Figure 2: Question №2.
Figure 3: Question №3.
Figure 4: Question №4.
0
5
10
15
20
Strongly
disagree
Disagree Neutral Agree Strongly
agree
Participants
Ienjoyedplayingthegames
0
5
10
15
Strongly
disagree
Disagree Neutral Agree Strongly
agree
Ilikedplayingthegameswithothers
0
5
10
15
Strongly
disagree
Disagree Neutral Agree Strongly
agree
Participants
Iwouldbeinterestedinplayingmoregames
0
5
10
15
Strongly
disagree
Disagree Neutral Agree Strongly
agree
Participants
IfeelIhavelearnedsomethingnewabout
usingatouchscreen
CSEDU 2018 - 10th International Conference on Computer Supported Education
226
Figure 5: Question №5.
Most of the participants (82%) described the
action as pleasant and full of fun, however 18 %
found the action tiresome. The most enjoyed game
was the puzzle followed by the drawing game. Crossy
road from some of them was somehow tiresome and
maybe demanding regarding the required speed of
action and coordination of the vision and the motor
skills required for successful playing. . Most of them
(75%) have declared that they did not found the use
of touch screen difficult, the other part (25%) have
declared that they have encountered some difficulties
especially in the Crossy road game. It was important
finding that majority of them (95% did not
experienced any physical discomfort in using their
fingers for playing the games. The same results were
obtained about the experienced novelty of the
technology used and the attraction of playing games
on a touch screen table. Most of the participants did
not found that playing of games was difficult (80%)
and the assessment of the attractiveness of the
approach was also assessed as high (90%). The
participants declared that they would describe this
experience to others as fun. The collaboration
playing as pair and with group support was also
accepted positively by the majority of the
participants, The same results was obtained during
the interviews about existence or nonexistence of
fear in using the technology or learning with this type
of digital technology. No fear was reported. Overall
the whole experiment was assessed as very positive
experience. Some participants asked if there will be a
second session with the same technology and the
same mentors.
5 DISCUSSION
In most cases, the foundations of being a good user -
developing trust self-efficacy and perceived value is
growing slowly and steadily without anyone giving
the matter much thought, often well before someone
e.g. a child in particular case start learning. By the
time person is seventeen, he/she can easily
understand the benefit of learning to drive a car as this
enable better mobility. The person is also well aware
of the risks of driving, but also knows how they can
be mitigated. It is well known that lots of people learn
and apply the skills without too much difficulty.
However, these learning foundations are often
absent when it comes to non-users of digital
technology, as it was proved to be very hard to teach
them through the general system ‘show and tell’. The
first step - going from being a complete non-user to
an engaged newbie - is the steepest. The challenge for
digital inclusion practitioners is ensuring that training
provision for new users should be based on fun, social
and risk-free, while still building vital interface skills,
and encouraging experimentation and adopting self-
guided learning. Research shows that these factors are
especially important for older learners, for whom the
opportunity to play with digital technology, helps to
capture interest and build confidence. These findings
were confirmed in our study as well. The learning was
“hidden” and the adoption of self-learning was
present and proven All points towards the importance
of game-based learning for digital inclusion have
shown to be true even in a group of elderly people
with some physical or mental weaknesses. It was
shown by majority of our participants that using
games to learn is taken as a fun, but it’s also low-risk,
and the players were able to run through situations
again and again e.g. in the drawing game and in the
Crossy road game They explored during the game
playing how different actions have different results by
the changing the colour in the drawing and assessing
when to cross the road. The big difference with
classical teaching of skills for digital inclusion by
learning by gaming is that the games can be
completely familiar, or incredibly easy to learn. In
fact, the more familiar and easier are they, it is better
for the learner, at least to begin with. The rules for
learning for this type of games are not the rules of the
game, but the rules of how to interact with a digital
device. In our sessions, all participants adopted the
touch interaction method easily regardless of their
motor skills. Most of them understood the games
easily and some outperformed the others especially in
playing the second game - Koala puzzle. All of them
were capable to draw figure on the tablet and to
change colours; however, several trials were
necessary to touch the right place on the screen. The
differences in flow observed among the participants
might be attributed to the fact that the players with
some motor weaknesses seemed to encounter more
0
5
10
15
20
Strongly
disagree
Disagree Neutral Agree Strongly
agree
Participants
Inowfeelmorepositiveaboutusingdigital
systems(e.g.touch‐tables,tablets,iPadsand
similardevices)
Learning Digital Skils for Elderly People by using Touch Screen Technology and Learning Games: A Case Study
227
problems when interacting with Crossy road game.
Immersion in the game was present as well
collaboration among the players either from the
partner in the pair or from the group that gave loud
advices how to act on the tablet. Some of the partners
were first watching before they entered actively in the
game. Observation during the sessions suggested that
the cognitive load of managing the session required
more than one mentor sometimes. Altogether these
findings appeared through participant’s observation
but as well from the data collected in the interviews
and the closed questionnaire. Despite age related
cognitive and physical changes, all of the participants
were able to understand and answer all questions in
the questionnaire. Yet, further research regarding the
test criteria like reliability and internal consistency of
such shortened first version of GIRDA exploratory
study is necessary.
6 CONCLUDING REMARKS
To become a proficient user - of anything some
absolute essentials are needed. Each person needs an
easy and regular access to the thing/device to be used,
and skills are needed for effective use of it. But
having that access, and learning those skills, are not
much useful if there is no trust in the things that are
used, and the if the user does not have faith in his/her
abilities to use it, or simply does not see the point. Just
like skills, these internal conditions are not innate,
and there are lots of factors that influence the degree
to which someone has them and like with the skills,
they can be nurtured and grown with the right kind of
support.
The first study carried in GIRDA - Gameplay for
Inspiring Digital Adoption project has shown that
most these aspects in learning were considered during
the study. Elderly people need to know how to use
modern devices like smart phone in order to stay
socialized and to accept the benefits of modern
technology specially designed to help them in aging
or staying at home as long as possible. Many e-health
applications are developed for elderly but their use
and the benefits they bring depends on the user digital
skills and understanding of the offered service.
Playing games on touch screen table is obviously one
of the methods to help them in acquiring these skills
more easily and on a friendly manner. Learning
without knowing that person learn is simply more
acceptable as it is an easy way to adopt what is need
in the current and future digital world. GIRDA will
continue with similar experiments and studies in the
future within the environments from the participating
countries and future reports and findings will be
prepared and published. Comparison among the
results will be provided as well. The future rounds of
data collection and analysis will help the GIRDA
team to understand the optimum setup for this kind of
peer-to-peer learning, and what kind of games yield
the best results. We hope that in future there will be
opportunities to use this evidence to create tailor-
made games that can build the interface skills and
help older learners to overcome the lack of
confidence and a feeling that using touch screen
computers is risky and impossibly complicated.
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APPENDIX
The post session open questions carried out as an
interview. These open questions were intended to
give participants an opportunity to comment, and
reflect their experience and to discuss the experiment
with the mentors and with the nursing team.
a. Which game did you enjoy the most (and why?)
b. Was there anything that struck you as novel or
surprising?
c. How would you describe these actions to someone
else?
d. Was there anything you found particularly difficult
about using a touch screen?
e. Did you experience any physical discomfort?
Closed Elicitation in a questionnaire with Likert
scale.
a. I enjoyed playing the games.
b. I liked playing the games with others.
c. I would be interested in playing more Games.
d. I feel I have learned something new about using a
touch screen.
e. I now feel more positive about using digital
systems (e.g. touch-tables, tablets, iPads etc).
Figure 6: Screenshot from the video – drawing game.
Figure 7: Screenshot from the video – puzzle game.
Figure 8: Screenshot from the video – crossy game.
Two edited short videos of the experiments can be
found on the following address:
https://dbox.si/index.php/s/hDv1r3IR8rPdRc0
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