Fostering playful learning: Accessibility in educational games for older adults
Educational games played on mobile devices can be utilized in teaching older adults to foster motivation, create a competitive spirit, and provide playful experiences within the classroom. There has been little previous research on the accessibility of educational games and the playful experiences of older adults. To identify which features facilitate or create potential barriers, this article offers insights into the educational games Kahoot! and Quizizz, focusing on their perceived accessibility and the playful experiences they provide for older adults. 27 participants participated in four distinct gaming sessions. Data was collected through surveys and observational methods. The results highlight issues related to accessibility, such as the pace of the game and classroom space design, including lighting and the size of the classroom display. While older adults found educational games enjoyable, interesting, and novel, the rapid pace of the games led to frustration.
Authors
- Lobna Hassan (ORCID: https://orcid.org/0000-0002-6201-9159)
- Markku Turunen (ORCID: https://orcid.org/0000-0001-7395-0769)
- Isabella Aura (ORCID: https://orcid.org/0000-0001-9540-710X)
- Mirkka Forssell (ORCID: https://orcid.org/0000-0001-9262-7684)
Institutions
- Tampere University of Applied Sciences (FI)
- Tampere University (FI)
- Lappeenranta-Lahti University of Technology (FI)
Publication Details
- Journal
- Human Technology
- Published
- 2025-10-12
- DOI
- https://doi.org/10.14254/1795-6889.2025.21-2.1
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00