Mobile phones have gained an important role in the personal communication of older adults with the members of their social support networks. Research shows that older adults increasingly use the mobile phone for maintenance and development of social interactions with their family members, peers, and caregivers as providers of emotional support and social companionship. Therefore, this study explores how retired older adults in Slovenia use mobile phones as personal devices for supportive communication as well as how the characteristics of their social support networks are related to the frequency of mobile phone communication with their network members. Using ego-centered social support network data, collected on a nationwide representative sample of retired older adults in Slovenia, this study found that the composition of emotional support and social companionship networks scarcely predict the frequency of mobile phone communication of older adults with their network members. Conversely, according to the results, it seems that more frequent in-person and landline phone communication with network members are positively associated with mobile phone communication, suggesting that older adults extend their communication sphere with a mobile phone in their support networks. Finally, the results indicate that sociodemographic characteristics of older adults, such as age, social-economic status, and living alone, significantly determine the frequency of mobile communication with their network members, even though their magnitude varies depending on the type of social support network.
COBISS.SI-ID: 33244509
The paper describes the evaluation studies of a learning game for older adults using a multicultural European sample. The goal of the evaluation was to explore the acquisition of knowledge as a result of game play, the acceptance of two different game interaction systems by the seniors, their experiences while playing the game, and the accessibility of the game’s user interface. Several qualitative and quantitative research methods were combined among older adults in the Netherlands, Spain and Greece. The tests revealed that (i) the accessibility of the game menus and interaction devices was high, (ii) the player experience in digital game play with a TV remote control and 3D sensor were mostly positive, and (iii) the older adults reported that they experienced learning. Overall, it can be concluded that the goals were met, offering a similar accessibility and player experience between the three different countries, and to provide a learning experience for older Europeans.
COBISS.SI-ID: 33147997
Rapid development and progress, as well as the growing presence of information and communications technologies dictate the need for more highly developed digital skills in individuals. The paper focuses on the concepts of digital skills and problem solving in technology-rich environments. It examines these on the basis of empirical data obtained in the international study PIAAC. The introductory part presents an overview of the literature and the results of previous research in the field of measurement of digital skills, and data on the use of information society services among the EU Member States. The second part of the article refers to the results obtained in the study PIAAC. The results, confirmed by the results of other studies, showed the impact of age and education level on the problem solving in technology-rich environments. Article concludes with suggestions for improving the current state of integration of all population groups in training programs in the field of digital skills.
COBISS.SI-ID: 33414493