4 research outputs found

    An ageist perspective on age and older adults in information behaviour research

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    This study aims to answer the question what kind of research exists on aging and older adults in information behaviour and information seeking. A systematic literature review was conducted in two databases, LISA and Scopus. The results were refined and tagged thematically and clustered into main research topics. (Online) health information behaviour is the largest research topic in relation to aging and older adults. Underrepresented topics are information needs and behaviour outside of the health care sector. An ageist perspective is strongly present in information behaviour studies. Existing research on (online) health information behaviour primarily addresses a negative aspect of old age, frailty and illness, which may amplify the stereotypical image of older people and aging. This paper suggests that the research field should turn to topics that are more diverse and use the demographic variable of age more carefully in order to mitigate ageism.Peer Reviewe

    Gathering the Requirements for a Mobile Device Tutorial for Older Adults

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    The United States, as well as other nations, is experiencing an increase in the older adult population. As a result of older adults living longer, mobile devices can be a major component in improving older adults\u27 quality of life. However, older adults may encounter difficulties when using the mobile devices. This research examined the requirements in addressing the needs of older adults when using a mobile device. Specifically, the research focused on gathering the task and feature requirements for a mobile device tutorial for older adults. The approach was accomplished by the development of a mobile device questionnaire, which was first administered to a pilot group of older adults, to determine the questionnaire\u27s comprehensiveness, then to an adequate sample size of older adults at four senior activity centers, located in Prince George\u27s County, Maryland. Based on the responses to the specific research questions from the total population, two focus groups, consisting of a total of ten individuals, were selected. The focus groups, identified as focus group A and B, were created, based on how likely or unlikely the respondent would use a mobile device tutorial. Following the collection of the questionnaires from the total population and the two focus groups, the results of the data were analyzed. The quantitative findings for the total population for the task requirements found that e-mail had the highest mean (4.40%), followed by health, shopping, restaurant, and financial. The findings for the feature requirements found that photos had the highest mean (4.21%), followed by camera, contacts, reminders, and FaceTime. The researcher developed findings based on the qualitative analysis from the total sample population. The major qualitative findings consisted of the benefits, to include access, availability, accuracy and usefulness. The drawbacks consisted of ease of use, user concerns, and the inability to ask questions. In the analysis of the quantitative findings for the task requirements, focus group A was slightly different from the total population, with shopping having the highest mean (6.80%), followed by health, restaurants, e-mail and financial. The findings for the task requirements for focus group B, were similar to the total population, with e-mail and health having the highest means (1.60%), followed by restaurants and financial (equal), and shopping. The findings for the feature requirements for focus group A, were similar to the total population, with photos and reminders (6.80%), followed by camera, and FaceTime and contacts. The findings for the feature requirements for focus group B, were also similar to the total population and focus group A, with photos having the highest mean (1.80%), followed by reminders, and contacts, camera, and FaceTime (equal). In the analysis of the qualitative analysis for focus group A some of the benefits included availability and encouragement. For focus group B, some of the benefits included working at one\u27s own pace, and understandability of the device. The qualitative analysis for the total population findings for the benefits of a mobile device tutorial included access to a tutorial, availability, skill set for a tutorial, and usefulness. The main responses pertaining to why the respondent would use a mobile device include the device\u27s availability, ease to use, use at one\u27s leisure, and using the device at one\u27s own pace. In examining the qualitative findings for the two focus groups, the major areas for the benefits for focus group A, are similar to the total population. These areas include availability, encouragement, and listening to the tutorial several times. The major areas for focus group B, are similar to the total population and focus group A, to include listening to the tutorial several times. In exploring deeper into the focus groups\u27 responses, the participants addressed specific questions regarding the task and feature requirements. For the specific task or feature requirements for which a respondent would likely use a mobile device tutorial for assistance, focus group A\u27s responses were the features of FaceTime and the tasks of e-mail, photos, and contacts. Focus group B responses were the task requirement of health care and financial and feature requirements of camera and photos. The mixed method analysis supports the premise that older adults would desire instructions on the identified task and feature requirements for a mobile device tutorial. The recommendations of the research consisted of additional examination of collecting data across multiple senior activity centers, the Baby Boomer generation, and older adult computer classes. Designing a mock-up tutorial, using another mobile device, and the use of current Siri feature, are other possible research investigations. Lastly, the implications of the study, filled the gap regarding senior adults and mobile devices, by contributing to the research pertaining to mobile device tutorials that would accommodate older adults

    Os jogos como estratégia de aprendizagem para um envelhecimento ativo: co-designing, desenvolvimento e avaliação de um jogo

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    Doutoramento em Informação e Comunicação em Plataformas DigitaisCurrent demands for the Information and Communication Society often exclude certain groups either by their age, lack of participation in the labour workforce, health status or learning difficulties. In fact, active ageing and lifelong learning have been central issues for the Political Declaration and Madrid International Plan of Action on Ageing and the World’s Health Organisation. Although debate continues about the best strategies for increasing the participation of older adult citizens in economic, cultural and social affairs, few studies have addressed the potential of a game-based approach to encourage healthier habits, a sense of security and participation in society. The purpose of this mixed-method study is to assess the effectiveness of game-based learning to encourage active ageing. In this thesis, thirty-three adult learners (G0) at a University of Third Age were involved in the design process of two learning programmes (game-based learning – GBLP and computer-assisted learning – CALP). The field research deployed an array of longitudinal methods, including surveys, group discussions, and participant observation. Sixty adult learners at four Universities of Third Age were then assigned to three different groups: The Experimental Group (G1), who tested firstly the GBLP and then the CALP; The Comparison Group (G2), who tested firstly the CALP and then the GBLP; and the Control Group (G3) that did not take part in the intervention. Before and after each experiment, the participants were assessed on their perception of health-related wellbeing and quality of life, using the SF36v2 and WHOQOL-BREF scales. Semi-structured interviews with ten Subject Matter Experts from the Industry and the Educational Sector in the fields of Games, Human-Computer Interaction and Psychology and/or Ageing studies were carried out in order to get their perspective on the use of games for learning and meet the challenges of the ageing process and changes in behaviours. Findings suggest that although no significant differences between the type of experiment undertaken by each group and their health-related wellbeing and quality of life were observed, there were significant differences between the group type and their perception on mental health (F(2,57) = 3.771, p= .029) and general health-related wellbeing (F(2,57) = 5.231, p= .008) in which the GBLP showed improvements relative to the CALP. When designing such learning programme, the environment, mental and psychological wellbeing and quality of life domains should be considered whereas metamemory, immediate feedback, context-aware challenges, storytelling/bios and role-playing, imagery-based techniques and social engagement are important design factors to foster the participants’ confidence to solve daily-life problems, decrease ageing bias and encourage participation in society. Two prototypes of the learning programmes are provided as a result of the co-design sessions and a set of design recommendations are also included.As exigências atuais que decorrem da Sociedade da Informação e Comunicação, por vezes, excluem certos grupos, quer pela idade, quer por não fazerem parte da população ativa, quer pelo estado de saúde ou dificuldades de aprendizagem. De facto, o envelhecimento ativo e a aprendizagem ao longo da vida têm sido temas centrais da Declaração Política de Ação Internacional para o Envelhecimento de Madrid e da Organização Mundial de Saúde. Apesar de, recentemente, se ter verificado um interesse crescente na utilização de estratégias que visem responder aos desafios de uma sociedade envelhecida, grande parte dos estudos parece não considerar os jogos como estratégia de aprendizagem para motivar hábitos saudáveis, segurança e participação na sociedade. Trinta e três alunos de uma Universidade Sénior (G0) foram envolvidos no processo de design de dois programas de aprendizagem (baseado em jogo – GBLP e assistido por computador – CALP). O trabalho de campo teve como base os seguintes métodos longitudinais: inquérito, discussões em grupo e observação participante. Sessenta alunos de quatro Universidades Sénior foram posteriormente divididos em três grupos: Grupo Experimental (G1) que testou primeiro o GBLP e depois o CALP; Grupo de Comparação (G2) que testou primeiro o CALP e depois o GBLP; e o Grupo de Controlo (G3) que não teve intervenção. Antes e pós cada experiência, foi avaliada a perceção sobre o bem-estar de saúde e qualidade de vida, utilizando as escalas SF36v2 e WHOQOL-BREF. Entrevistas semiestruturadas foram também concretizadas com dez especialistas da Academia e Indústria nas áreas dos Jogos, Interação Homem-Máquina, Psicologia e Envelhecimento, de modo a obter as suas perspetivas sobre o uso de jogos e mudanças comportamentais e envelhecimento ativo. Os resultados sugerem que embora não tenham sido encontradas diferenças estatisticamente significativas entre grupos sobre o estado de bem-estar sobre saúde e qualidade de vida, verificaram-se diferenças entre cada grupo e perceção sobre a saúde mental (F (2,57) = 3.771, p = .029) e bem-estar geral (F (2,57) = 5,231, p = 0,008) em que GBLP foi eficaz em relação ao CALP. Relativamente ao design de jogos, os fatores ambiente, bem-estar mental e psicológico dos domínios de bem-estar e qualidade de vida devem ser considerados, enquanto os fatores de design como metamemória, feedback imediato, desafios adaptados ao contexto, narrativa e bios dos personagens, imagética e engagement social são importantes para aumentar a confiança dos participantes na resolução de problemas do dia-a-dia, diminuir o medo de envelhecer e incentivar a participação na sociedade. Dois protótipos que resultam das sessões de co-design são apresentados tais como um conjunto de recomendações para o seu desenvolvimento

    Co-designing an e-health tutorial for older adults

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