Digital Inclusion for Seniors: Development of an Educational Web Platform Utilizing Gamification Resources for the 60+ Audience Maurício Neves Asenjo, Alexandre Sobrino Ganança, Ana Carolina Caetano Senger, Antonio Carlos Marques do Amaral Guerra, Claudio Ferreira de Carvalho, Luis Fernando Bueno Mauá, Marcos Antonio Santos de Jesus
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Abstract
This article is based on two facts that permeate modern society: the digitalization of the world and the aging of the population. Seeking to show the reality of the elderly in this “new” world, their difficulties in fitting into this reality and the challenges of digital inclusion for this audience. Sensitized by the problem, the teachers of the Information Systems course at UNISANTA have, over the years, promoted several initiatives towards the inclusion of this public, and one of the proposed experiences concerns the use of the gamification methodology for this purpose, which gave rise to a course completion work entitled “WEB APPLICATION FOCUSED ON DIGITAL INCLUSION FOR ELDERLY PEOPLE THROUGH GAMIFICATION METHODOLOGY” which gave rise to the platform “E agora José?” which will be presented here.