In November 2013 the Polish team conducted a pilot study project: “Location-based games as a didactic method in the realm of modern technology”, financed by EMPIK Sp. z o.o.
The results were:
1. The innovative method of teaching (location-based game) increased significantly the effectiveness of learning by the participants.
a) The innovative method of teaching (location-based game) increased significantly the pace of assimilation of the knowledge by the participants.
b) The innovative method of teaching (location-based game) increased significantly the level of self reliability of the participants.
The results indicate that the location-based game is an effective method of teaching information technology skills for seniors, however it was only a single experiment with a small number of participants.
The present project aims at determining whether location-based game is an effective method in senior education in the field of IT should be carried out, this time with more classes on different topics (related with IT) and on larger and even number of participants.
Digital competence is more than just ICT functional skills; it involves critical, creative and collaborative uses of ICT.
The European Digital Competence Framework for Citizens outlines five areas:
– Information processing, Communication, Content creation, Safety and Problem solving, bringing together 21 competences in terms of knowledge, skills, and attitudes.
– Self-assessment tools offer the possibility for each citizen to measure the knowledge, competence and skills they have acquired and what they are missing to facilitate their ongoing training.
– The research proposed in the project is original and innovative, because it addresses subjects that have not been discussed in the context of the education of seniors. The result of these explorations will be the development of a model of a didactic location-based game dedicated to seniors, as well as creation of new knowledge that will provide the opportunity to use didactic location-based games in education of people in their late adulthood, as well as filling the gap in the references pertaining to this subject (andragogics, gerontology, psychology, physical culture sciences).
The development of the research results will be a combination of scientific character with the practical application in the daily activity of entities working with elderly people. The experiences from the project, along with the original scenarios of location-based games for seniors, will be disseminated in the form of papers, research reports, and presented at international scientific conferences. All the undertaken actions are creative, original, and innovative.
Yet another result of the project, important from the perspective of the didactics of seniors, will be the development of location-based games scenarios that might be successfully used in various forms of education of seniors and promotion of active living among them. The research results will constitute a substantial contribution to gerontology and physical education sciences, because they will provide new knowledge on the use of edutainment (a location-based game) in education of seniors.The project is closely connected with the (re)cognition of location-based games as a contemporary, original, and innovative method of seniors’ teaching
and learning. Noticing seniors as fully fledged participants of education is not only related to the will to implement the idea of lifelong learning, but also to the important social problem of e-exclusion. It is worth to mention that problems connected with health education of seniors are also addressed in the project.
By the present project the consortium is expecting to obtain:
– innovative and improved way of operating towards their target groups, by providing more attractive programmes for elderly people in line with their needs and expectations – improved qualifications of teaching and training staff;
– more effective activities for the benefit of local communities.