Accessibility of Kahoot! And Quizizz: Utilizing Educational Games with Elderly Students

dc.contributor.authorForssell, Mirkka
dc.contributor.authorHassan, Lobna
dc.contributor.authorTurunen, Markku
dc.contributor.authorAura, Isabella
dc.date.accessioned2023-05-31T20:35:03Z
dc.date.available2023-05-31T20:35:03Z
dc.date.issued2023
dc.description.abstractLearning is a lifelong process and the ways of learning and teaching have been changing in recent years, reform traditional classroom teaching to interactive, entertaining, and engaging teaching. Recent years have shown the popularity of educational games as a pedagogical method for children and youth in particular. Games are often employed to engage, inspire and motivate learners, as well as to support teachers in delivering various pedagogical content. Learning and teaching methods are in the transition phase. However, only scarce literature exists on the utilization of educational games with older adults and the elderly. Additionally, the understanding of how accessible educational games are for the senior citizens is still limited. Educational games are often utilized in classrooms, next to traditional teaching methods. In such situations, the accessibility of a whole gaming session must be taken into consideration to ensure inclusion. It is thought that there are general barriers to their use of (game) technology such as psychological apprehension of technology, as well as physiological barriers, e.g., visual, hearing and other bodily impairments. Hence, this article examines the utilization of the educational games of Kahoot! and Quizizz, as well as their perceived accessibility with elderly students. Through surveys and observational data gathered from 27 participants in four different sessions, the results point to several issues in terms of accessibility, game tempo, as well as issues related to the classroom space design, such as lighting and size of the board on which the games are projected. However, similar to younger audiences, the elderly appears eager to engage with educational games, especially with appropriate game design and facilities.en
dc.identifier.doi10.1145/3593743.3593760
dc.identifier.urihttps://dl.eusset.eu/handle/20.500.12015/4702
dc.language.isoen
dc.publisherAssociation for Computing Machinery
dc.relation.ispartofProceedings of the 11th International Conference on Communities and Technologies
dc.subjectLifelong learning
dc.subjectQuizizz
dc.subjectElderly
dc.subjectKahoot!
dc.subjectUsability
dc.subjectAccessibility
dc.subjectEducational games
dc.titleAccessibility of Kahoot! And Quizizz: Utilizing Educational Games with Elderly Studentsen
dc.typeText/Conference Paper
gi.citation.publisherPlaceNew York, NY, USA
gi.citation.startPage75–84
gi.citations.count5
gi.citations.elementMarcos Chacón-Castro, Jenny Rengifo, Hugo Arias-Flores, Janio Jadán-Guerrero (2024): The Impact of Card Games on Enhancing Financial Education and Daily Life Skills for Older Adults, In: Smart Innovation, Systems and Technologies, doi:10.1007/978-981-97-1552-7_24
gi.citations.elementRudolf Westerholm, Kai Tuuri, Lobna Hassan (2024): Not just Atmosphere: Game Music Design for Accessible In-Game Information Communication, In: Proceedings of the 27th International Academic Mindtrek Conference, doi:10.1145/3681716.3681735
gi.citations.elementLobna Hassan (2023): Accessibility of games and game-based applications: A systematic literature review and mapping of future directions, In: New Media & Society 4(26), doi:10.1177/14614448231204020
gi.citations.elementMirkka Forssell, Lobna Hassan, Markku Turunen (2024): Inclusive VR gaming with older adults: Accessibility of entertainment and educational VR games, In: Proceedings of the 27th International Academic Mindtrek Conference, doi:10.1145/3681716.3681736
gi.citations.elementMirkka Forssell, Janne Paavilainen, Lobna Hassan, Markku Turunen (2024): Older adults' playful experiences of VR gaming, In: ACM International Conference on Interactive Media Experiences, doi:10.1145/3639701.3656309
gi.conference.locationLahti, Finland

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