TITLE

Mastering Technology for Greater Autonomy: Device Familiarisation for Older Users via Games

AUTHOR(S)
Darzentas, Dimitri; Darzentas, Jenny; Darzentas, John
PUB. DATE
January 2012
SOURCE
Proceedings of the European Conference on Games Based Learning;2012, Vol. 1, p131
SOURCE TYPE
Conference Proceeding
DOC. TYPE
Article
ABSTRACT
Technology is all around us, and many technologically enabled devices are not well used or understood. A case in point is that of kitchen appliances. The basic tool for familiarising oneself with these is via manuals, although in practice people also learn by watching others, by asking for advice from friends and relatives, and by trial and error. When people cannot learn in this way, the only resource is the (paper) manual, which is rarely motivating. Teaching and familiarisation techniques need a way to overcome this inadequacy and engage users' attention, whatever their knowledge, background, or abilities. Ideally they should entice and motivate users to learn the paradigms and operating procedures of any device. This paper describes an attempt to introduce game design elements into the familiarisation process; as well as gamification layers; and for the manuals themselves follow the example of games, whose stand alone manuals have become "re-mediated" into in-game tutorials and instructions. Integrating the manual with the use of the device, which is technologically feasible, could offer a way to motivate users to become more proficient with domestic appliances. Simply put, using the device, and having fun doing so, rather than experiencing frustration and uncertainty, could aid in achieving the goal of understanding and using the device and its functionality more fully. The task of device familiarisation, although mundane, is not trivial. The importance of being autonomous in the home, that is, being able to prepare food and to carry out basic domestic chores, does not relate only to satisficing bodily needs, but to social functioning and self-esteem, and this is especially important for older people. Moreover, this approach could be generalised to other technological devices, beyond kitchen appliances. Designing the interaction experience to be attractive and engaging, by using game properties, could offer a new worthwhile approach to this problematic situation, and be of interest to the field of games based learning.
ACCESSION #
82397798

 

Related Articles

  • Las conversaciones en las organizaciones: reto investigativo ante la evidencia de los paradigmas presentes. Marina Vélez Jiménez, Luz; Iván Ruiz Roldán, Carlos; Mónica Zuleta Ruiz, Claudia // Revista Anagramas;ene-jun2012, Vol. 10 Issue 20, p85 

    Language is invention and constitution of reality; organizations, as any other social phenomenon, do not only exist because they occupy a place in language. Organizations are formed by people and are more than a number of institutionalized roles; organizations become common symbolic spaces by...

  • Are all ostracism experiences equal? A comparison of the autobiographical recall, Cyberball, and O-Cam paradigms. Godwin, Alexandra; MacNevin, Georgia; Zadro, Lisa; Iannuzzelli, Rose; Weston, Stephanie; Gonsalkorale, Karen; Devine, Patricia // Behavior Research Methods;Sep2014, Vol. 46 Issue 3, p660 

    In the present study, we aimed to compare the primary-need depletion elicited by three common ostracism paradigms: autobiographical recall (e.g., Zhong & Leonardelli in Psychological Science 19:838-842, ), Cyberball (Williams, Cheung, & Choi in Journal of Personality and Social Psychology...

  • Playing and the Past: Remembrance of Things Fast. Reading, Anna; Harvey, Colin // Playing the Past: History & Nostalgia in Video Games;2008, p164 

    Chapter 10 of the book "Playing the Past: History and Nostalgia in Video Games" is presented. It explores the conceptualization of nostalgic play, the operation and interrelationship of nostalgia in the videogame "Battlestar Galactica" and the concept of nostalgia as an area of study within the...

  • A Preliminary Study Exploring the Value Changes Taking Place in the United States since the September 11, 2001 Terrorist Attack on the World Trade Center in New York. Murphy Jr., Edward E.; Gordon, John D.; Mullen, Aleta // Journal of Business Ethics;Mar2004 Part 1, Vol. 50 Issue 1, p81 

    This study was a preliminary exploration of the value changes taking place in the United States since the September 11, 2001 terrorist attack on the World Trade Center in New York, which was a significant emotional event or cultural upheaval. Rokeach told us that "a person's total value system...

  • PATOLOÅ KO IGRANJE VIDEOIGARA: ULOGA SPOLA, SAMOPOÅ TOVANJA I EDUKACIJSKE SREDINE. Bilić, Vesna; Golub, Tajana Ljubin // Croatian Review of Rehabilitation Research / Hrvatska Revija za ;2011, Vol. 47 Issue 2, p1 

    Rationale: This research examined factors associated with pathological use of video games, i.e. videogames addiction (VA) in adolescence. The first aim of the study was to investigate prevalence of addiction to videoames among secondary school students in Zagreb area in Croatia. The second aim...

  • Using the abductive approach to bridge communication gaps. Lindström, Inga-Britt; Hane, Monica; Wennberg, Bengt-Äke // WFOT Bulletin;Nov2014, Vol. 70 Issue 1, p47 

    No abstract available.

  • VIDEOGAMES, AGGRESSION, AND SELF-ESTEEM: A SURVEY. Atkins, E.; Nixon, K.; Fling, S.; Smith, L.; Rodriguez, T.; Thornton, D. // Social Behavior & Personality: an international journal;1992, Vol. 20 Issue 1, p39 

    A survey was administered to 153 sixth through twelfth graders. It included items on videogame play plus self-esteem and aggression scales. Teachers also rated the children on self-esteem and aggression. Amount of videogame play correlated with aggression and not with self-esteem. About 47% of...

  • Computers and Kids: The Good News. LEVIN, GILBERT // Psychology Today;Aug85, Vol. 19 Issue 8, p50 

    An essay is presented on the relation between computers and children. It offers information on the adverse effects of video games and its violent content on children. Whereas in the study of Edna Mitchell, professor of education, it is revealed that video and computer games bring family members...

  • The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents. VAN ROOIJ, ANTONIUS J.; SCHOENMAKERS, TIM M.; VAN DE MHEEN, DIKE; KUSS, DARIA J.; GRIFFITHS, MARK D.; SHORTER, GILLIAN W. // Journal of Behavioral Addictions;Sep2014, Vol. 3 Issue 3, p157 

    Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Methods: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a...

Share

Read the Article

Courtesy of THE LIBRARY OF VIRGINIA

Sorry, but this item is not currently available from your library.

Try another library?
Sign out of this library

Other Topics