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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