Downloads provided by UsageCounts
This article presents a set of design in Quiz format for Smartphones set up for the gamification of elderly Effective Learning Reinforcement, in order to reintegrate them to their family and social environment. This study is based on theories such as the ‘Forgetting Curve´ created by Hermann Ebbinghaus and the teaching-learning theories named ‘Structured Knowledge Maps’, ‘Effective Exponential Memory Method in Binary Base’ and ‘Effective Memory Curve. The main goal of this article is to demystify the vision that several people have of elderly, a vision of inability, disinformation, disrespect, contempt, etc. and insert a game that can be used by the entire family in order to help the elderly .
gamification, elderly, memory, effective learning
gamification, elderly, memory, effective learning
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
| views | 3 | |
| downloads | 2 |

Views provided by UsageCounts
Downloads provided by UsageCounts