The Gamification of Cognitive Training: Older Adults' Perceptions of and Attitudes Toward Digital Game-Based Interventions.
Walter R. BootDustin J. SoudersNeil CharnessKenneth BlockerNelson A. RoqueThomas VitalePublished in: HCI (24) (2016)
Keyphrases
- attitudes toward
- older adults
- survey instrument
- statistically significant
- computer literacy
- computer anxiety
- training program
- college students
- high school
- serious games
- assistive technology
- gender differences
- online learning
- educational games
- learning tools
- learning styles
- computer assisted language learning
- learning process
- student attitudes
- perceived usefulness
- language learning
- user experience
- mobile learning
- learning systems
- active learning