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Overcoming the digital divide with a modern approach to learning digital skills for the elderly adults
16 references·16 citing·45 second hopsampled
Overcoming the digital divide with a modern approach to learning digital skills for the elderly adults (2019)Overcoming the digital divide with a mode…The uses of (digital) literacy (2018)The uses of (digital) literacyThe Discovery of Grounded Theory (2017)The Discovery of Grounded The…The Discovery of Grounded Theory (2017)The Discovery of Grounded The…The impact of technology on older adults’ social isolation (2016)The impact of technology on o…Social Support and “Playing Around” (2015)Social Support and “Playing A…Reducing the Digital Divide (2015)Reducing the Digital DivideOlder adults’ experiences and perceptions of digital technology: (Dis)empowerment, wellbeing, and inclusion (2015)Older adults’ experiences and…Internet adoption by the elderly: employing IS technology acceptance theories for understanding the age-related digital divide (2013)Internet adoption by the elde…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Relationships Between Game Attributes and Learning Outcomes (2008)Relationships Between Game At…Using thematic analysis in psychology (2006)Using thematic analysis in ps…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…Design-Based Research: Putting a Stake in the Ground (2004)Design-Based Research: Puttin…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Basics of qualitative researc…Grounded Theory and Organizational Research (1986)Grounded Theory and Organizat…How “basic” is basic digital literacy for older adults? Insights from digital skills instructors (2023)How “basic” is basic digital …Educational Concepts of Digital Competence Development for Older Adults—A Scoping Review (2023)Educational Concepts of Digit…Barriers to digital inclusion among older people: a intergenerational reflection on the need to develop digital competences for the group with the highest level of digital exclusion (2023)Barriers to digital inclusion…Association Between Internet Use and Physical Health, Mental Health, and Subjective Health in Middle-aged and Older Adults: Nationally Representative Cross-sectional Survey in China (2023)Association Between Internet …Age-related digital disparities, functional limitations, and social isolation: unraveling the grey digital divide between baby boomers and the silent generation in senior living facilities (2023)Age-related digital dispariti…A student-centered approach using modern technologies in distance learning: a systematic review of the literature (2023)A student-centered approach u…The role of age and digital competence on the use of online health and social care services: A cross-sectional population-based survey (2022)The role of age and digital c…Older adults’ reasons to participate in digital skills learning: An interdisciplinary, multiple case study from Austria, Finland, and Germany (2022)Older adults’ reasons to part…Effectiveness of Instructional Strategies Designed for Older Adults in Learning Digital Technologies: A Systematic Literature Review (2022)Effectiveness of Instructiona…The Effects of Covid-19 on the Digital Literacy of the Elderly: Norms for Digital Inclusion (2021)The Effects of Covid-19 on th…The Digital Divide and Active Aging in China (2021)The Digital Divide and Active…Individual and shared digital repertoires – older adults managing digital services (2021)Individual and shared digital…Impact of Internet Use on Mental Health among Elderly Individuals: A Difference-in-Differences Study Based on 2016–2018 CFPS Data (2021)Impact of Internet Use on Men…Digital and Physical Social Exclusion of Older People in Rural Nigeria in the Time of COVID-19 (2021)Digital and Physical Social E…COVID-19 as a “Digital Push?” Research Experiences From Long-Term Care and Recommendations for the Post-pandemic Era (2021)COVID-19 as a “Digital Push?”…Age-Related Digital Divide during the COVID-19 Pandemic in China (2021)Age-Related Digital Divide du…Researching Lived Experience: Human Science for an Action Sensitive Pedagogy (1990)Narrative Inquiry: Experience and Story in Qualitative Research (1999)Document Analysis as a Qualitative Research Method (2009)Seeking Qualitative Rigor in Inductive Research (2012)Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Analyzing social settings : a guide to qualitative observation and analysis (1971)Theoretical Sensitivity: Advances in the Methodology of Grounded Theory (1978)CASE Tools as Organizational Change: Investigating Incremental and Radical Changes in Systems Development (1993)Beyond Neopositivists, Romantics, and Localists: A Reflexive Approach to Interviews in Organizational Research (2003)Reducing Confusion about Grounded Theory and Qualitative Content Analysis: Similarities and Differences (2014)Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)What Do Students Gain by Engaging in Socioscientific Inquiry? (2007)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Design-Based Research (2012)Diffusion of Innovations 1 (2019)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Naturalistic inquiry (1985)Design-based research and technology-enhanced learning environments (2005)Phases of inquiry-based learning: Definitions and the inquiry cycle (2015)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Social Learning Theory. (1978)A Revision of Bloom's Taxonomy: An Overview (2002)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Toward a Taxonomy Linking Game Attributes to Learning (2012)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Qualitative Analysis for Social Scientists (1987)Grounded theory research: Procedures, canons, and evaluative criteria (1990)Qualitative Quality: Eight “Big-Tent” Criteria for Excellent Qualitative Research (2010)Using the framework method for the analysis of qualitative data in multi-disciplinary health research (2013)
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References

  • 2006Using thematic analysis in psychology193,725 cited
  • 1998Basics of qualitative research : techniques and procedures for developing grounded theory38,622 cited
  • 2017The Discovery of Grounded Theory25,772 cited
  • 2017The Discovery of Grounded Theory8,346 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2004Design-Based Research: Putting a Stake in the Ground2,637 cited
  • 1986Grounded Theory and Organizational Research1,225 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2008Relationships Between Game Attributes and Learning Outcomes525 cited
  • 2015Older adults’ experiences and perceptions of digital technology: (Dis)empowerment, wellbeing, and inclusion472 cited
  • 2013Internet adoption by the elderly: employing IS technology acceptance theories for understanding the age-related digital divide442 cited
  • 2016The impact of technology on older adults’ social isolation402 cited
  • 2015Social Support and “Playing Around”329 cited
  • 2015Reducing the Digital Divide269 cited

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  • 2018The uses of (digital) literacy168 cited
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    • 2023A student-centered approach using modern technologies in distance learning: a systematic review of the literature179 cited
    • 2022The role of age and digital competence on the use of online health and social care services: A cross-sectional population-based survey137 cited
    • 2021The Digital Divide and Active Aging in China124 cited
    • 2021The Effects of Covid-19 on the Digital Literacy of the Elderly: Norms for Digital Inclusion117 cited
    • 2021Age-Related Digital Divide during the COVID-19 Pandemic in China94 cited
    • 2023How “basic” is basic digital literacy for older adults? Insights from digital skills instructors93 cited
    • 2023Barriers to digital inclusion among older people: a intergenerational reflection on the need to develop digital competences for the group with the highest level of digital exclusion84 cited
    • 2023Age-related digital disparities, functional limitations, and social isolation: unraveling the grey digital divide between baby boomers and the silent generation in senior living facilities80 cited
    • 2022Effectiveness of Instructional Strategies Designed for Older Adults in Learning Digital Technologies: A Systematic Literature Review75 cited
    • 2021Impact of Internet Use on Mental Health among Elderly Individuals: A Difference-in-Differences Study Based on 2016–2018 CFPS Data72 cited
    • 2021Individual and shared digital repertoires – older adults managing digital services65 cited
    • 2023Association Between Internet Use and Physical Health, Mental Health, and Subjective Health in Middle-aged and Older Adults: Nationally Representative Cross-sectional Survey in China55 cited
    • 2023Educational Concepts of Digital Competence Development for Older Adults—A Scoping Review55 cited
    • 2021Digital and Physical Social Exclusion of Older People in Rural Nigeria in the Time of COVID-1953 cited
    • 2022Older adults’ reasons to participate in digital skills learning: An interdisciplinary, multiple case study from Austria, Finland, and Germany44 cited
    • 2021COVID-19 as a “Digital Push?” Research Experiences From Long-Term Care and Recommendations for the Post-pandemic Era44 cited