Senior Citizens Learning Safe Behaviors on the Web: A Case Study Involving an Online Educational Game

Senior Citizens Learning Safe Behaviors on the Web: A Case Study Involving an Online Educational Game

Iolanda Bernardino, José Bidarra Almeida, Ricardo José Vieira Baptista, Henrique S. Mamede
Copyright: © 2022 |Pages: 27
DOI: 10.4018/978-1-6684-4706-2.ch008
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Abstract

Daily tasks like reading the news or just saying hello to a friend or family member is through technologies, online applications in the mobile devices. Being online is a natural way of life, but those how did not grow with these new technologies and the internet feel outcast from the new online world. Senior citizens are looking to get themselves an update, connect with this online world, to be closer to family and friend members. It is simple as that, but is it? No. Without the fundamental knowledge on how to be safe on online browsing or using social media applications are the personal data of senior citizen safe and their own life safe? No. Through serious games, one can help them to learn all the matters in digital skills and more importantly in online web browsing.
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Background

In a short time, the Internet has become a central point in society. Daily routines require an Internet connection even in the smallest tasks. As society needs to be connected in the digital world, some people are still adapting to this new reality – seniors. Once seniors read the newspapers on paper, now they read on their smartphone or computer or playing board games with other people in the middle of the afternoon as an entertained and social moment, nowadays, they play online with long-distance friends and family. Even seniors didn’t grow up with this new digital world, they want to keep up with this evolution and digital world. And it is great but has its dangers, especially for those how are totally comfortable online.

The researchers understood that the learning mechanics of the serious games’ challenges, motivates and behavior change influencer, therefore by improving their knowledge, attitude, cognitive abilities, according to Sousa et al. (2012) and Santos et al. (2016) skills according to Breuer, J., & Bente, G. (2010), seniors are more aware of the cybersecurity matters.

By promoting a serious game to seniors on the cybersecurity theme, the researchers study the design features that offer a positive experience and help focus on playful tasks that resemble their daily routines, without forcing their cognitive abilities and by eliminating barriers to the age of interaction games, as Chesham et al. (2017), said, and motivating their mental training and socialization, but certain characteristics, like children's game elements, can demotivate the seniors in their learning process according to Diaz-Orueta et al. (2012).

Nowadays, seniors have easy access to a mobile device and access to the dangers of online unsaved browsing, especially during the Covid-19 pandemic, where seniors found themselves lockdown at home, spending more time online, being the most vulnerable group to cyberattacks, social engineering, and misinformation due the digital illiteracy, lack of knowledge in cybersecurity, has said Poiares, N. (2019) and the lack of intellectual capacities to the understanding of the use of the Internet, according to Oliveira, M. (2019).

Key Terms in this Chapter

Senior Citizens: Individuals over 60 years old, that now have the skills and financial flexibility to create opportunities in the technological and educational aspects.

Digital skills: The ability to autonomously access digital media and Information Communication Technologies and understand and evaluate the content on the web.

Cybersecurity: Is a skill or capability, activity, or process by which Information and Communication Systems and Data are protected against damage, unauthorized use or any type of modification or exploitation.

Online shopping: Is an activity/action of buying services or product through the internet.

Fake News: News that gather shocking and fake content to exploit angry and sad feelings on online users, making them promote and share the fake news.

Serious Game: Is a game typology that gathers the fun component and the learning process, developing cognitive and physical-motor skills and abilities.

Personal Data: All kind of information that identifies an individual, like identification number, credit card number.

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