TY - CHAP
T1 - Game-Based Learning for Fostering Digital Literacy in Older Adults
T2 - 10th International Conference on Human Aspects of IT for the Aged Population, ITAP 2024, held as part of the 26th HCI International Conference, HCII 2024
AU - Perim, Claudilene Moura
AU - Sousa, Carla
AU - Damásio, Manuel José
N1 - DBLP License: DBLP's bibliographic metadata records provided through http://dblp.org/ are distributed under a Creative Commons CC0 1.0 Universal Public Domain Dedication. Although the bibliographic metadata records are provided consistent with CC0 1.0 Dedication, the content described by the metadata records is not. Content may be subject to copyright, rights of privacy, rights of publicity and other restrictions.
PY - 2024/1/1
Y1 - 2024/1/1
N2 - This study explores the intersection of intergenerational dynamics, digital literacy, and game-based learning (GBL) within the context of older adults through a systematic literature review on Scopus, Web of Science, Scopus, B-on and ScienceDirect databases was conducted, employing a combination of keywords and terms, including “game-based learning”, “digital literacy”, “digital inclusion”, “digital divide”, “intergenerational”, “multigenerational”, “cross-generational,” “older adults”, “seniors”, “elderly”, and “elderly population”. A publication date range of 2010–2023 was applied to ensure relevance. The results indicate a scarcity of research at the intersection of GBL using analogue games and intergenerational interactions aimed at improving the digital literacy of older adults and underscore the significant challenges they encounter in their quest for digital inclusion, personal autonomy, and active social engagement. Analysed studies highlight the potential of incorporating intergenerational interactions and GBL in learning contexts to enhance digital literacy among older adults.
AB - This study explores the intersection of intergenerational dynamics, digital literacy, and game-based learning (GBL) within the context of older adults through a systematic literature review on Scopus, Web of Science, Scopus, B-on and ScienceDirect databases was conducted, employing a combination of keywords and terms, including “game-based learning”, “digital literacy”, “digital inclusion”, “digital divide”, “intergenerational”, “multigenerational”, “cross-generational,” “older adults”, “seniors”, “elderly”, and “elderly population”. A publication date range of 2010–2023 was applied to ensure relevance. The results indicate a scarcity of research at the intersection of GBL using analogue games and intergenerational interactions aimed at improving the digital literacy of older adults and underscore the significant challenges they encounter in their quest for digital inclusion, personal autonomy, and active social engagement. Analysed studies highlight the potential of incorporating intergenerational interactions and GBL in learning contexts to enhance digital literacy among older adults.
KW - Digital Literacy
KW - Game-Based Learning
KW - Intergenerationality
KW - Older People
KW - Systematic Literature Review
UR - http://www.scopus.com/inward/record.url?scp=85195837460&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-61543-6_18
DO - 10.1007/978-3-031-61543-6_18
M3 - Chapter
AN - SCOPUS:85195837460
SN - 9783031615429
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 242
EP - 260
BT - HCI (42)
A2 - Gao, Qin
A2 - Zhou, Jia
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 29 June 2024 through 4 July 2024
ER -