The Impact of Gamification Upon Technology Acceptance and Self-Efficacy Among Senior Adults�
Deborah Cockerham, Rubaiyat Iqbal, Rabita Islam, Yongluan Ye, Yunjo An, Taliah Ales
University of North Texas
Senior Adults
…are expected to use technology to support everyday needs (e.g., health, continuing education, socializing).
…may lack the skills and experience to navigate new technology programs and learn new skills (Minge & Cymek, 2020)
…may be hesitant or stressed in taking training courses to gain technology skills and experience. (Czaja, 2006, cited in Yagil et al., 2021).
Gamified Learning
Game elements are used to support:
(An, 2020; Hamari et al., 2014; Kapp, 2016)
Gamification Design
Design Considerations (An, 2020)
Research Questions
Among senior adults, to what extent can technology training through gamified instruction impact:
Participants
Methods
Gamified Elements Used
Technology Self-Efficacy
Senior adults showed significantly more positive (p ≤ 0.05) attitudes towards:
Elements of Self-Efficacy Showing Significant Differences
(N = 27)
Conclusions
Gamified learning that incorporates challenges and levels can build senior adults’ technology skills and positively impact senior adults’ technology self-efficacy.
References