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 attachement MJSS_August_2014_Vol.5_No.19_Content). The results were: 1. The innovative method of teaching (locationbased game) increased significantly the effectiveness of learning by the participants. a) The innovative method of teaching (locationbased game) increased significantly the pace of assimilation of the knowledge by the participants. b) The innovative method of teaching (locationbased game) increased significantly the level of selfreliability 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 (DIGCOMP, http://ftp.jrc.es/EURdoc/JRC83167.pdf), 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). Development of the research results will be of 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 on 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 mentioning 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.
Originally, we conducted ICT trainings for seniors with the traditional class-teaching method. However, we have observed that the same people are re-registering for courses. This phenomenon was exacerbated by changes in operating systems. The return of seniors to computer courses for us meant the ineffectiveness of traditional methods. We started to conduct research in this area and it turned out that seniors are learning to repeat certain sequences of actions, but they have serious concerns about finding their own solutions. As a result, we started to look for more effective educational methods. Games in this area gave the best results during the preliminary research. We decided to play urban games because they fully express the mobility of smartphones and, at the same time, meet the health objectives related to the need to move around in urban space on a daily basis. This is how the idea of developing a comprehensive educational programme for the elderly was born. It was important that the proposed educational programme should not only prepare seniors to use new technologies, but also be presented in an interesting and effective way. For this reason, it was decided to test the effectiveness of the city game as an educational method. It is worth noting that in the approach to learning based on edutainment, the main goal is fun, and learning is in a way a "side effect". Shifting the focus from learning to learning associated with taking some effort to gain knowledge or skills - for fun, which is associated with activity nice and easy, is a certain novelty in the education of the elderly. The result of these efforts was the project Location-based games as a contemporary, original, and innovative method of seniors' teaching and learning. (LoGaSET), carried out under the coordination of the Pro Scientia Publica Foundation (Poland), together with partners from Lithuania (Mikolo Romeiro University in Vilnius), Slovakia (Cyril and Methodius University in Trnava) and Great Britain (Kairos Europe). During the project period (01.11.2017 - 30.04.2019): a smartphone programme for senior citizens was developed, which can be implemented in both classroom and urban games; a pilot and main phase were carried out, the results of the research were developed. On completion of the project, an open-access methodology guide for senior citizens’ educators in the field of applying new technologies using the classwork method and location-based games (Good Practice Book) was published in four languages: Polish, English, Lithuanian and Slovak. The experiment compared the classroom and lesson method, which dominates the educational offer addressed to seniors, with the method compliant with the strategy of edutainment - the location-based game. With the implementation of educational goals in mind, an identical didactic programme was prepared, which included training for seniors in the following fields: Mobile application installation, QR code scanner handling, Taking photographs and sending them by MMs, Creating films and audio files, Using WhatsApp, Using Google Maps navigation, Applying Google Maps to plan travelling by public transport Using Google Translator, Using Trip Advisor, Combining work using different applications (evaluation of classes) Original application operating manuals in versions for Android and iPhone were prepared for each module. The study programme, instructions and all teaching tools were translated into the partners’ mother tongues. They were involved in the project: 4 partner institutions, 23 supporting institutions, 153 senior citizens, 14 researchers, 66 educators and observers, 7 photographers. The research carried out during the LoGaSET project shows that the use of the location-based method is more effective, results in a higher level of independence of seniors, the development of automation in the use of smartphones. Seniors who took part in the game definitely showed less fear of using new technologies, looked for solutions to the problems encountered, explored new possibilities of smartphones. The use of mobile phones by seniors in the field, where it is natural to have a number of distractions, allows them to make a smooth transition from the game situation to the daily use of a smartphone. This way of learning also results in a more flexible approach to new technologies, and seniors are prepared to use the phone even if icons change or application features are upgraded as a result. In addition, game-based participants in the course are more likely to use apps they did not know before.