technology and aging eileen wood. why should we be talking about computers and aging? social...
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Technology and AgingTechnology and Aging
Eileen WoodEileen Wood
Why should we be talking about Why should we be talking about computers and aging?computers and aging?
Social connectionsSocial connections
IndependenceIndependence
Cognitive SkillsCognitive Skills
Computer technology is a Computer technology is a pervasive part of societypervasive part of society
Medium of choice for many familiesMedium of choice for many families Familiarity improves confidence and Familiarity improves confidence and
competencecompetence
MOTIVATINGMOTIVATING
Computer activities can be motivating
ATTRACTIVEATTRACTIVE
The graphics are attractive.
ENGAGINGENGAGING
The combination of sound, images andmovement are inherently attractive and engaging
Promote Informal Learning Promote Informal Learning
Good videogame designs encourage Good videogame designs encourage players to learn long, complex, and players to learn long, complex, and difficult gamesdifficult games
Games Employ Good Learning Games Employ Good Learning Principles to Enhance Motivation Principles to Enhance Motivation
and Cognitive Activityand Cognitive Activity
Empower learnersEmpower learners• Co-designersCo-designers• IdentityIdentity• Distributed knowledgeDistributed knowledge
http://www.avatarist.com/avatars/Games/Sonic-The-Hedgehog/Chau-Chau.html
Games Learning Principles Games Learning Principles Promote Cognitive ActivityPromote Cognitive Activity
Problem-solvingProblem-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)
UnderstandingUnderstanding• Build expertise over timeBuild expertise over time• Learn through experiences/actionsLearn through experiences/actions
Promote Information GatheringPromote Information Gathering
Harnessing Computers Effectively Harnessing Computers Effectively for Seniors:for Seniors:
What are the Goals?What are the Goals?
CognitiveCognitive
SocialSocial
Cognitive GoalCognitive Goal
GOALGOALSelf-regulated learnersSelf-regulated learners
- Domain knowledgeDomain knowledge- Repertoire of strategiesRepertoire of strategies- Metacognitive/Monitoring SkillsMetacognitive/Monitoring Skills- MotivatedMotivated
Social/Emotional GoalsSocial/Emotional Goals
Maintaining social contactsMaintaining social contacts• PeersPeers• FamilyFamily
ConfidenceConfidence• Health care professionalsHealth care professionals• Connections with community (bank, Connections with community (bank,
politics, agencies)politics, agencies)
Step 1: Introducing the Computer Step 1: Introducing the Computer through the Input Devicesthrough the Input Devices
What is their first challenge with What is their first challenge with computers?computers?
- interface- interface
- match between person - match between person and and machine machine
Challenges for older adults?Challenges for older adults?
NovicesNovices
- greater cognitive demands- greater cognitive demands
Dexterity/Motor Co-ordination Dexterity/Motor Co-ordination limitationslimitations
Older adults have enthusiasm, Older adults have enthusiasm,
willingness to use computer willingness to use computer technologiestechnologies
Input Device OptionsInput Device Options
Mouse –click and dragMouse –click and drag
Touch Technologies-touch and dragTouch Technologies-touch and drag
Keyboard –keystrokeKeyboard –keystroke
Vary in coordination, representationVary in coordination, representation
Design of StudyDesign of Study
Novice and experienced older computer Novice and experienced older computer usersusers
55 females (55 females (MM age = 71.9 years) age = 71.9 years)
30 males (30 males (MM age = 71.0 years) age = 71.0 years)
Four Input DevicesFour Input Devices
TasksTasks
Two gamesTwo games 10 trials for each game on each 10 trials for each game on each
devicedevice Counterbalanced for devicesCounterbalanced for devices
Game 1Game 1
Static earthStatic earth
Game 2Game 2
Moving earthMoving earth
MeasuresMeasures
Speed/TimeSpeed/Time Time: icon in suspension (to place on Time: icon in suspension (to place on
target)target)
Total Time: time to complete whole Total Time: time to complete whole trialtrial
Measures ContinuedMeasures Continued
Accuracy:Accuracy:
Icon dropsIcon drops Failed attempts to acquire iconFailed attempts to acquire icon Failed attempts to reacquire iconFailed attempts to reacquire icon
SurveySurvey
Identified computer experienceIdentified computer experience Evaluate the 4 input devicesEvaluate the 4 input devices Judge comfort with devicesJudge comfort with devices
Skills AssessmentSkills Assessment
Visual MemoryVisual Memory
Visual PerceptionVisual Perception
Motor CoordinationMotor Coordination
ResultsResults
Performance measuresPerformance measures
-for each of the 5 performance -for each of the 5 performance measuresmeasures
2(gender) X 2 (game) X 4(Device) 2(gender) X 2 (game) X 4(Device) ANOVAANOVA
-computer experience as covariate-computer experience as covariate
Statistical SummaryStatistical Summary
Significant main effect for deviceSignificant main effect for device Significant main effect for computer Significant main effect for computer
experienceexperience
All main effects qualified by 2 way All main effects qualified by 2 way and 3 way interactionsand 3 way interactions
No interactions with genderNo interactions with gender
The Pattern of Outcomes?The Pattern of Outcomes?
EZ ball yielded better performance EZ ball yielded better performance for novice seniors (10 of 18 for novice seniors (10 of 18 comparisons)comparisons)
Mouse yielded best performance for Mouse yielded best performance for experienced seniors (14 of 18 experienced seniors (14 of 18 comparisons)comparisons)
Assessment measuresAssessment measures
4 Regressions (1 per device)4 Regressions (1 per device) Accuracy, not predicted for Easy Ball, Accuracy, not predicted for Easy Ball,
Touch pad, touch screenTouch pad, touch screen Speed/Time predicted by motor Speed/Time predicted by motor
coordination/dexteritycoordination/dexterity
Both Speed and Accuracy predicted for Both Speed and Accuracy predicted for MouseMouse-motor coordination/dexterity, visual -motor coordination/dexterity, visual memorymemory
Participants JudgmentsParticipants Judgments
Easiest To UseEasiest To Use 53% mouse53% mouse 31% Easy Ball31% Easy Ball 4% Touch Pad, Touch Screen4% Touch Pad, Touch ScreenFastestFastest
-Mouse & Easy Ball-Mouse & Easy BallComfortComfort
-82% Mouse, 81% Easy Ball, 52.9% Touch -82% Mouse, 81% Easy Ball, 52.9% Touch Screen, 38.8% Touch PadScreen, 38.8% Touch Pad
Concluding PointsConcluding Points
Experience predicts outcomes with Experience predicts outcomes with devicesdevices
What about the touch devices?What about the touch devices?
- frustration- frustration
-constant pressure a challenge-constant pressure a challenge
-blocked view-blocked view
-fatigue -fatigue
Conclusion ContinuedConclusion Continued
Mouse most challenging cognitively and Mouse most challenging cognitively and motorically –greatest challenge but still motorically –greatest challenge but still effective with experienceeffective with experience
EZ Ball, less challenging than mouse, EZ Ball, less challenging than mouse, exacts high performance especially useful exacts high performance especially useful for novicesfor novices
Matching technologies with needs may Matching technologies with needs may make first contact more successfulmake first contact more successful
Teaching Older Adults to Use Teaching Older Adults to Use ComputersComputers
Social interaction around computersSocial interaction around computers Child studiesChild studies
Teaching Older Adults to Use Teaching Older Adults to Use ComputersComputers
Current study:Current study: 64 Seniors 64 Seniors ((MageMage= 8.34, = 8.34, SDSD=10.18)=10.18) 1 versus 2 computers/ Dyads1 versus 2 computers/ Dyads Full instructionFull instruction 5 consecutive workshops5 consecutive workshops
• Word, internet, email, gamesWord, internet, email, games
AnalysesAnalyses
Pre versus Post-Pre versus Post-test survey resultstest survey results• (with gender as (with gender as
between subjects)between subjects)
Qualitative coding Qualitative coding of sessionsof sessions
Male Female
Pre
Post
Preliminary OutcomesPreliminary Outcomes
Attitudes: Attitudes: • Increase in positive attitudes toward Increase in positive attitudes toward
technologytechnology• Males increase in comfort, females Males increase in comfort, females
decreasedecrease• Enthusiasm did not changeEnthusiasm did not change
Preliminary Outcomes ContinuedPreliminary Outcomes Continued
Use of computers:Use of computers:• Increased for males, decreased for Increased for males, decreased for
femalesfemales
Preliminary Outcomes ContinuedPreliminary Outcomes Continued
Instruction: Instruction: • Scaffolded and Direct InstructionScaffolded and Direct Instruction• More scaffolding than direct or More scaffolding than direct or
combocombo• Instruction requests decreased Instruction requests decreased
over timeover time• Greatest number of instructional Greatest number of instructional
requests originated from the requests originated from the participantsparticipants
Preliminary results continuedPreliminary results continued
Positive affect was the norm during Positive affect was the norm during sessions (less than 1 negative pre sessions (less than 1 negative pre session)session)
Computers And The ElderlyComputers And The Elderly
elderly can be introduced to elderly can be introduced to computers successfullycomputers successfully
Need to consider experience, Need to consider experience, physical skills, and need for physical skills, and need for instructioninstruction
Need to examine gender Need to examine gender more closelymore closely