Skip to main content
Log in

Examining the requirements for an intergenerational learning game

  • Published:
Education and Information Technologies Aims and scope Submit manuscript

Abstract

Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder awareness for IGL, and allow individuals to practice skills related to it. By interviewing members of the European Union (EU)-funded SILVER-project we aim to find out suitable contexts, interventions and mechanisms that allow us to design such a game. Based on the interviews we found out that the game should be easily contextualized so that it works in—or is easily adapted to—different countries and cultures. For example sports or nature could be such contexts. As for mechanisms and interventions we found out that there are many possibilities. We conclude that such a logical combination of mechanisms and interventions that support the selected context must be chosen.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1

Similar content being viewed by others

References

  • Billet, S. R. (1999). Guided learning at work. In D. Boud & J. Garrik (Eds.), Guided learning in the workplace (pp. 151–164). London: Routledge.

    Google Scholar 

  • Bontekoning, A. C. (2007). Generaties in organisaties (Generations in organisations). Tilburg: Tilburg University.

    Google Scholar 

  • Clark, D. (2006). Games and eLearning. Available from http://www.caspianlearning.co.uk.

  • Colardyn, D., & Bjornavold, J. (2004). Validation of formal, non-formal and informal learning: policy and practices in EU Member States. European Journal of Education, 39(1), 69–89.

    Article  Google Scholar 

  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686.

    Article  Google Scholar 

  • Denyer, D., Tranfield, D., & van Aken, J. E. (2008). Developing design propositions through research synthesis. Organization Studies, 29(3), 393–413.

    Article  Google Scholar 

  • Duvall, J., & Zint, M. (2007). A review of research on the effectiveness of environmental education in promoting intergenerational learning. The Journal of Environmental Education, 11, 14–24.

    Article  Google Scholar 

  • EAGLE (2013). Intergenerational practice in Europe, European approaches to inter-generational lifelong learning. Available from www.eagle-project.eu/, retrieved 30.10.2013.

  • Ellinger, A. D. (2005). Contextual factors influencing informal learning in a workplace setting: the case of “reinventing itself company”. Human Resource Development Quarterly, 16(3), 389–415.

    Article  Google Scholar 

  • ENIL (2013). European network for intergenerational learning. Available from www.enilnet.eu/, retrieved 28.10.2013.

  • EQUAL (2007). EQUAL: Paving the way for lifelong learning and age management. Available from http://ec.europa.eu/employment_social/equal/data/document/0711-athens-paving.pdf, retrieved September 2010.

  • Fuller, A., & Unwin, L. (2005). Older and wiser?: workplace learning from the perspective of experienced employees. International Journal of Lifelong Education, 24(1), 21–39.

    Article  Google Scholar 

  • Gadsen, V. L., & Hall, M. (1996). Intergenerational learning: A review of the literature: National center on fathers and families. Philadelphia NCOFF, University of Pennsylvania.

  • Gee, J. P. (2005). Learning by design: good video games as learning machines. E-Learning and Digital Media, 2(1), 5–16.

    MathSciNet  Google Scholar 

  • Ijsselsteijn, W., Nap, H. H., & de Kort, Y. (2007). Digital game design for elderly users. In Proceedings of the 2007 conference on Future Play, November 15–17, Toronto, Canada.

  • Kaplan, M. S. (2001). School-based intergenerational programs. Hamburg: UNESCO.

    Google Scholar 

  • Kerka, S. (2003). Intergenerational learning and social capital. ERIC Digest, 244, 2.

    Google Scholar 

  • Kuperschmidt, B. R. (2000). Multigeneration employees: strategies for effective management. Heatlth Care Manager, 19(1), 12.

    Article  Google Scholar 

  • Mannheim, K. (1963). The problem of generations. Psychoanalytic Review, 57(3), 378–404.

  • Newman, S., & Hatton-Yeo, A. (2008). Intergenerational learning and the contributions of older people. Ageing Horizons, 8, 31–39.

    Google Scholar 

  • Ropes, D. (2010). Organizing professional communities of practice. Amsterdam: University of Amsterdam.

    Google Scholar 

  • Ropes, D., & Ypsilanti, A. (2012). Factors influencing intergenerational learning: Towards a framework for organisations to ensure successful learning in older employees. In A. Barabasch & A. Dehmel (Eds.), Working and ageing: The benefits of investing in an ageing workforce (pp. 280–308). Luxembourg: Publications Office of the European Union.

    Google Scholar 

  • Royce, W. (1970). Managing the development of large software systems. Proceedings of IEEE WESCON 26 (August). Los Angeles, CA, 1–9.

  • Spannring, R. (2008). Intergenerational learning in organisations—Literature report. Brussels: European Commission.

    Google Scholar 

  • van Woerkom, M. (2003). Critical reflection at work: Bridging individual and organisational learning. The Netherlands: University of Twente, Enschede/Print Partners, Ipskamp.

    Google Scholar 

Download references

Acknowledgments

We would like to thank the project’s partner countries for contributing their input for the development of this paper. This project was funded by the EU Grundtvig-GMP (project No: 517557-LLP-1-2011-1-NL-GRUNDTVIG-GMP)

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Teppo Räisänen.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Räisänen, T., Ypsilanti, A., Ropes, D. et al. Examining the requirements for an intergenerational learning game. Educ Inf Technol 19, 531–547 (2014). https://doi.org/10.1007/s10639-014-9324-x

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10639-014-9324-x

Keywords

Navigation