The effect of location-based game on the learning of seniors in the field of information and communications technologies
AbstractThe paper discusses the results of a single educational experiment which aimed to evaluate the effectiveness of the use of location based-game in the education of seniors. The participants took part in classes on the use of video games console PlayStation 3. 57 senior (over 60 years of age) learners took part in the study. They have been randomly assigned to control and experimental groups. The control group took part in traditional classes and the experiment group took part in location-based game. The aim of the study was to answer the research question: Does the learning of information and communications technologies by seniors with the use of location-based game improve the quality of learning (indicated by the time of realising the task, number of questions asked during the realisation of the task, seniors’ evaluation of the technology, of the classes and of their own competences)? Seniors evaluated the classes, the technology and their own competences by means of original questionnaire consisting of grading attractiveness, usefulness and difficulty of the class and the technology, and grading their own ability to use the technology, the want to use the technology and the recommendation of the technology to others. As the results of the experiment indicate the learning of information and communications technologies by seniors with the use of location-based game improves the quality of their learning. The use of location-based game increases significantly the pace of assimilation of the knowledge by the learners as indicated by the time of realising the task. It also increases the level of self-reliability of the learners as indicated by the number of questions asked during the realisation of the task. However, it does not affect learners’ perception of the technology, the classes and their own competences as is indicated by the evaluation.
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