Abstract
Creating effective online educational games for seniors in an intergenerational context requires that these games be adapted to the players and educational goals being pursued. To improve the quality of life for seniors through the use of digital game, we must develop these games so they are able to be adapted to players’ cognitive and physical demands. Using a user-centered design process that relies on an ergonomic approach, we took into account the ergonomic criteria of utility and usability to build an online educational game. In an intergenerational context, these criteria must be able to satisfy two types of users: seniors (those aged 55 and over) and secondary (young people 12 to 18 years old). In this chapter, we describe the ergonomic requirements that were used to adapt an existing game, Bingo, for these two types of players and we illustrate these through the online educational game Live Well, Live Healthy!.
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Acknowledgments
This chapter is the result of a research study funded by an Insight Grant from the Social Sciences and Humanities Research Council of Canada (2012–2016). We are grateful to Aurélie Faticati for her contribution to the analysis of related articles, Samuel Venière for participating during the testing and experimentation, Curt Ian Wright for the translation, and David Kaufman and Alice Ireland for editing. We would also like to thank the development team, Louis Poulette, Élizabeth Parent, and Jean-François Paré, under the direction of Louise Sauvé, for building the online educational game.
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Sauvé, L. (2017). Online Educational Games: Guidelines for Intergenerational Use. In: Romero, M., Sawchuk, K., Blat, J., Sayago, S., Ouellet, H. (eds) Game-Based Learning Across the Lifespan. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-319-41797-4_3
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