What is it about?

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.

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Why is it important?

Today information and communication technology, especially games, rely on sharp senses, reflexes and, specifically, the trinity of vision, dexterity, and memory, which are all often hindered by age. Games’ user interfaces are rarely suitable for elderly. As a person ages and the senses weaken, the elderly person may experience feelings of exclusion, and helplessness in the face of technology not designed for them, but simultaneously require its use in order to cope with modern society

Perspectives

The elderly and older adults who do not have digital skills are in danger of being excluded from the technological society. Educational games are approachable and allow older adults to learn how to use technology.

Mirkka Forssell
Tampereen yliopisto

Read the Original

This page is a summary of: Accessibility of Kahoot! And Quizizz, May 2023, ACM (Association for Computing Machinery),
DOI: 10.1145/3593743.3593760.
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