Developing Technology Literacy Game for Older Adults

View All CfD Projects

The digital divide is a critical but overlooked social determinant of health outcomes in older adults. Despite 91% smartphone ownership among adults aged 50+, fewer than one in four of 65+ feel competent using digital technology, compounding the risks of social isolation, reduced healthcare access, and diminished independence. During COVID-19, telehealth use among older adults surged 3,800%, yet many lacked the skills to access these services when they were most needed. Existing training programs have demonstrated limited effectiveness in building durable confidence.

This project addresses this urgent equity gap by developing an innovative, modular board game that transforms technology education into an engaging, repeatable, intergenerational experience. The game is designed to teach essential digital skills, from basic smartphone navigation to telehealth and healthcare portal access, through familiar game mechanics that older adults already know. A game-based format allows learners to revisit content repeatedly at their own pace, with family members, friends, and peers serving as natural co-learners. In particular, the game focuses on teaching technology skills essential for healthcare access.

Most existing digital literacy interventions rely on direct instruction models—structured classes, tutoring, or instructional videos—that fail to address the affective barriers of technology anxiety and learned helplessness. This project advances a fundamentally different paradigm: harnessing play as a pedagogical tool. Our approach is novel in three respects. First, a modular architecture scaffolds learning across three competency levels, allowing players to engage without stigma. Second, the intergenerational design inverts typical training dynamics: rather than positioning older adults as passive recipients, the game frames cross-generational interaction as mutual and collaborative. Third, packaging technology concepts into physical game mechanics (card draws, turn-taking, scenario challenges) makes abstract digital processes tangible and emotionally safe. Built on prior research with 110+ older adults, this project ensures game mechanics emerge from players’ own lived experiences, not assumptions about what older adults need. Recent in-progress research suggests that adults 65+ have a particular affinity for traditional-style board games.

By

Miso Kim

CfD Team Members

Other Team Members

Celia Pearce

Research Assistants

Zheng Cao, Saumya Dhanvir Pasi

Share