Experiences of Older Adults with Mild Cognitive Impairment from Cognitive Self-Training Using Touchscreen Tablets.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-02-01 Epub Date: 2023-09-28 DOI:10.1089/g4h.2023.0017
Dafna Shamir, Khawla Loubani, Noa Givon Schaham, Zvi Buckman, Debbie Rand
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Abstract

Background: "Tablet Enhancement of Cognition and Health" (TECH) is a cognitive intervention that includes two components: 5 weeks of daily self-training using puzzle-game apps on a touch screen tablet and weekly group sessions. This study aimed to (i) explore experiences of older adults with mild cognitive impairment (MCI) following their participation in TECH, (ii) identify hindering and enabling factors to self-training, and (iii) describe participants' perceived and objective cognitive changes and examine factors associated with their satisfaction from TECH. Materials and Methods: We used quantitative and qualitative measures; a phenomenological qualitative design using focus groups and interviews of 14 older adults with MCI and a focus group of the TECH facilitators. Satisfaction with TECH, self-training time, and perceived and objective cognitive changes (using the Montreal Cognitive Assessment) were evaluated. Results: Qualitative data were classified into three categories: Memory problems, Hindering and enabling factors to self-training, and Meaningful group sessions. The TECH facilitators reported positive changes, less cognitive complaints, and commitment and satisfaction of the participants. Participants reported overall satisfaction from TECH and performed a median interquartile range of 22.6 (19.9-42.8) self-training hours. Higher satisfaction was correlated with a higher objective cognitive change (r = 0.95, P < 0.01) and less training time (r = -0.91, P < 0.01). Discussion and Conclusions: Participants in the current study actively engaged in daily self-training using touch screen-tablet-puzzle-game and functional apps, driven by both internal and external motivators. Despite the lack of cognitive improvement, they expressed satisfaction with their participation in TECH. Therefore, encouraging older adults to engage in meaningful cognitive stimulating activities is recommended.

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使用触摸屏平板电脑进行认知自我训练的轻度认知障碍老年人的经验。
背景:“平板电脑增强认知和健康”(TECH)是一种认知干预措施,包括两个部分:使用触摸屏平板电脑上的益智游戏应用程序进行为期5周的日常自我训练,以及每周的小组会议。本研究旨在(i)探索患有轻度认知障碍(MCI)的老年人在参与科技后的经历,(ii)确定自我训练的阻碍和促成因素,以及(iii)描述参与者感知和客观的认知变化,并检查与他们对科技的满意度相关的因素。材料和方法:我们采用了定量和定性的方法;现象学定性设计,使用焦点小组和对14名患有MCI的老年人的采访,以及由科技促进者组成的焦点小组。评估了对科技的满意度、自我训练时间以及感知和客观认知变化(使用蒙特利尔认知评估)。结果:定性数据分为三类:记忆问题、自我训练的阻碍因素和使能因素以及有意义的小组会议。科技辅导员报告了积极的变化,较少的认知抱怨,以及参与者的承诺和满意度。参与者报告了对科技的总体满意度,并进行了22.6(19.9-42.8)小时的自我训练。较高的满意度与较高的客观认知变化相关(r = 0.95,P r = -0.91,P 讨论和结论:当前研究的参与者在内部和外部激励因素的驱动下,积极使用触摸屏平板电脑益智游戏和功能应用程序进行日常自我训练。尽管认知能力缺乏改善,但他们对自己参与科技活动表示满意。因此,建议鼓励老年人参与有意义的认知刺激活动。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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