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.

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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
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article

Fostering playful learning: Accessibility in educational games for older adults

Lobna Hassan, Markku Turunen, Isabella Aura, Mirkka Forssell
Human Technology
Educational Games and Gamification
article

Fostering playful learning: Accessibility in educational games for older adults

Lobna Hassan, Markku Turunen, Isabella Aura, Mirkka Forssell
article en

Abstract

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.

Human TechnologyVol. 21(2)
Tampere University of Applied Sciences (FI), Tampere University (FI), Lappeenranta-Lahti University of Technology (FI)
Openalex Percentile: Top 69%
Educational Games and Gamification
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