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Technology and Aging Eileen Wood. Why should we be talking about computers and aging? Social connections Independence Cognitive Skills.

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Presentation on theme: "Technology and Aging Eileen Wood. Why should we be talking about computers and aging? Social connections Independence Cognitive Skills."— Presentation transcript:

1 Technology and Aging Eileen Wood

2 Why should we be talking about computers and aging? Social connections Independence Cognitive Skills

3 Computer technology is a pervasive part of society Medium of choice for many families Medium of choice for many families Familiarity improves confidence and competence Familiarity improves confidence and competence

4 MOTIVATING Computer activities can be motivating

5 ATTRACTIVE The graphics are attractive.

6 ENGAGING The combination of sound, images and movement are inherently attractive and engaging

7 Promote Informal Learning Good videogame designs encourage players to learn long, complex, and difficult games Good videogame designs encourage players to learn long, complex, and difficult games

8 Games Employ Good Learning Principles to Enhance Motivation and Cognitive Activity Empower learners Empower learners Co-designersCo-designers IdentityIdentity Distributed knowledgeDistributed knowledge http://www.avatarist.com/avatars/ Games/Games/Sonic-The-Hedgehog/Chau-Chau.html

9 Games Learning Principles Promote Cognitive Activity Problem-solving Problem-solving Well-ordered problemsWell-ordered problems Pleasantly frustratingPleasantly frustrating Information “just in time”Information “just in time” Rapid feedback (but not punishing)Rapid feedback (but not punishing) Understanding Understanding Build expertise over timeBuild expertise over time Learn through experiences/actionsLearn through experiences/actions

10 Promote Information Gathering

11 Harnessing Computers Effectively for Seniors: What are the Goals? Cognitive Cognitive Social Social

12 Cognitive Goal GOAL GOAL Self-regulated learners - Domain knowledge - Repertoire of strategies - Metacognitive/Monitoring Skills - Motivated

13 Social/Emotional Goals Maintaining social contacts Maintaining social contacts PeersPeers FamilyFamily Confidence Confidence Health care professionalsHealth care professionals Connections with community (bank, politics, agencies)Connections with community (bank, politics, agencies)

14 Step 1: Introducing the Computer through the Input Devices What is their first challenge with computers? What is their first challenge with computers? - interface - match between person and machine

15 Challenges for older adults? Novices Novices - greater cognitive demands Dexterity/Motor Co-ordination limitations Dexterity/Motor Co-ordination limitations Older adults have enthusiasm, willingness to use computer technologies Older adults have enthusiasm, willingness to use computer technologies

16 Input Device Options Mouse –click and drag Mouse –click and drag Touch Technologies-touch and drag Touch Technologies-touch and drag Keyboard –keystroke Keyboard –keystroke Vary in coordination, representation Vary in coordination, representation

17 Design of Study Novice and experienced older computer users Novice and experienced older computer users 55 females (M age = 71.9 years) 55 females (M age = 71.9 years) 30 males (M age = 71.0 years) 30 males (M age = 71.0 years)

18 Four Input Devices

19 Tasks Two games Two games 10 trials for each game on each device 10 trials for each game on each device Counterbalanced for devices Counterbalanced for devices

20 Game 1 Static earth

21 Game 2 Moving earth Moving earth

22 Measures Speed/Time Time: icon in suspension (to place on target) Time: icon in suspension (to place on target) Total Time: time to complete whole trial Total Time: time to complete whole trial

23 Measures Continued Accuracy: Accuracy: Icon drops Icon drops Failed attempts to acquire icon Failed attempts to acquire icon Failed attempts to reacquire icon Failed attempts to reacquire icon

24 Survey Identified computer experience Identified computer experience Evaluate the 4 input devices Evaluate the 4 input devices Judge comfort with devices Judge comfort with devices

25 Skills Assessment Visual Memory Visual Memory Visual Perception Visual Perception Motor Coordination Motor Coordination

26 Results Performance measures Performance measures -for each of the 5 performance measures 2(gender) X 2 (game) X 4(Device) ANOVA -computer experience as covariate

27 Statistical Summary Significant main effect for device Significant main effect for device Significant main effect for computer experience Significant main effect for computer experience All main effects qualified by 2 way and 3 way interactions All main effects qualified by 2 way and 3 way interactions No interactions with gender No interactions with gender

28 The Pattern of Outcomes? EZ ball yielded better performance for novice seniors (10 of 18 comparisons) EZ ball yielded better performance for novice seniors (10 of 18 comparisons) Mouse yielded best performance for experienced seniors (14 of 18 comparisons) Mouse yielded best performance for experienced seniors (14 of 18 comparisons)

29 Assessment measures 4 Regressions (1 per device) 4 Regressions (1 per device) Accuracy, not predicted for Easy Ball, Touch pad, touch screen Accuracy, not predicted for Easy Ball, Touch pad, touch screen Speed/Time predicted by motor coordination/dexterity Speed/Time predicted by motor coordination/dexterity Both Speed and Accuracy predicted for Mouse Both Speed and Accuracy predicted for Mouse -motor coordination/dexterity, visual memory

30 Participants Judgments Easiest To Use 53% mouse 53% mouse 31% Easy Ball 31% Easy Ball 4% Touch Pad, Touch Screen 4% Touch Pad, Touch ScreenFastest -Mouse & Easy Ball Comfort -82% Mouse, 81% Easy Ball, 52.9% Touch Screen, 38.8% Touch Pad

31 Concluding Points Experience predicts outcomes with devices Experience predicts outcomes with devices What about the touch devices? What about the touch devices? - frustration -constant pressure a challenge -blocked view -fatigue

32 Conclusion Continued Mouse most challenging cognitively and motorically –greatest challenge but still effective with experience Mouse most challenging cognitively and motorically –greatest challenge but still effective with experience EZ Ball, less challenging than mouse, exacts high performance especially useful for novices EZ Ball, less challenging than mouse, exacts high performance especially useful for novices Matching technologies with needs may make first contact more successful Matching technologies with needs may make first contact more successful

33 Teaching Older Adults to Use Computers Social interaction around computers Social interaction around computers Child studies Child studies

34 Teaching Older Adults to Use Computers Current study: 64 Seniors (Mage= 8.34, SD=10.18) 64 Seniors (Mage= 8.34, SD=10.18) 1 versus 2 computers/ Dyads 1 versus 2 computers/ Dyads Full instruction Full instruction 5 consecutive workshops 5 consecutive workshops Word, internet, email, gamesWord, internet, email, games

35 Analyses Pre versus Post- test survey results Pre versus Post- test survey results (with gender as between subjects)(with gender as between subjects) Qualitative coding of sessions Qualitative coding of sessions MaleFemale Pre Post

36 Preliminary Outcomes Attitudes: Attitudes: Increase in positive attitudes toward technologyIncrease in positive attitudes toward technology Males increase in comfort, females decreaseMales increase in comfort, females decrease Enthusiasm did not changeEnthusiasm did not change

37 Preliminary Outcomes Continued Use of computers: Use of computers: Increased for males, decreased for femalesIncreased for males, decreased for females

38 Preliminary Outcomes Continued Instruction: Instruction: Scaffolded and Direct InstructionScaffolded and Direct Instruction More scaffolding than direct or comboMore scaffolding than direct or combo Instruction requests decreased over timeInstruction requests decreased over time Greatest number of instructional requests originated from the participantsGreatest number of instructional requests originated from the participants

39 Preliminary results continued Positive affect was the norm during sessions (less than 1 negative pre session) Positive affect was the norm during sessions (less than 1 negative pre session)

40 Computers And The Elderly elderly can be introduced to computers successfully elderly can be introduced to computers successfully Need to consider experience, physical skills, and need for instruction Need to consider experience, physical skills, and need for instruction Need to examine gender more closely Need to examine gender more closely


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