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An analysis of social interaction between novice older adults when learning gesture-based skills through simple digital games

Abstract

This paper reports three exploratory empirical studies with older adults that had little or no prior experience with interactive technologies. The participants were introduced to interactive technology by playing games on touchscreens, playing in pairs with the assistance of a mentor. We focus on two principle aspects, the peer-to-peer interaction during these sessions, and the role of the mentor in progressing the sessions. In the case of peer-to-peer interaction we looked for ways in which players supported each other during interaction to assess the role of peer interaction in this context. In the case of mentoring, we examined the efficacy of a minimalist approach where verbal encouragement, suggestions or (in the last resort) intervention are used to provide support to learners. The sessions showed that learners typically could play and learn basic manipulations independently after initial help and guidance from mentors. We also found that peer interaction, both in verbal and non-verbal communication and cooperative action was broadly a positive influence within sessions, suggesting that there is a significant value in building confidence as well as in learning.

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Acknowledgements

” Funded by the Erasmus+ programme of the European Union”

The European Commission support to produce this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

On behalf of all authors, the corresponding author states that there is no conflict of interest.

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Springett, M., Mihajlov, M., Brzovska, E. et al. An analysis of social interaction between novice older adults when learning gesture-based skills through simple digital games. Univ Access Inf Soc 21, 639–655 (2022). https://doi.org/10.1007/s10209-021-00793-4

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  • DOI: https://doi.org/10.1007/s10209-021-00793-4

Keywords

  • Learning
  • Digital skills
  • Older citizens
  • Games
  • Touch table
  • Scaffolding
  • Self-efficacy