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Learning in the Context of an Ambient Assisted Living Apartment: Including Methods of Serious Gaming

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Abstract

Due to demographic change and the resulting challenges for society, innovative solutions are needed to maintain the living quality of the elderly. In the research project Ambient Assisted Living in Intelligent Controlled Environments (A2LICE) a (technical) system to maintain the self-determination and autonomy of older people in their home environment is developed. By using facility automation and smart homes, the foundations of assisting people in need for help in their own homes are created. But supporting older people with technical assistance systems is bearing challenges beyond the technical issues. Acceptance problems and the lack of willingness to learn in the main target group lead to problems in the implementation of the ideas. To avoid these problems and demonstrate the advantages of Ambient Assisted Living technologies to the users, methods from other research disciplines are integrated. The approach of Serious Gaming is focusing on using the intrinsic motivation of individuals for learning. This should solve fundamental issues of acceptance and knowledge expansion in older generations. By utilizing the effect of playful learning and by connecting familiar concepts with new ones, users of Ambient Assisted Living technologies are getting easier access to these systems and their operations.

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Correspondence to Sven Leonhardt .

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Leonhardt, S., Kassel, S., Randow, A., Teich, T. (2014). Learning in the Context of an Ambient Assisted Living Apartment: Including Methods of Serious Gaming. In: Motta, G., Wu, B. (eds) Software Engineering Education for a Global E-Service Economy. Progress in IS. Springer, Cham. https://doi.org/10.1007/978-3-319-04217-6_6

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  • DOI: https://doi.org/10.1007/978-3-319-04217-6_6

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-04216-9

  • Online ISBN: 978-3-319-04217-6

  • eBook Packages: Computer ScienceComputer Science (R0)

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