使用 ADDIE 模型为老年人提供基于家庭、低强度、游戏化的互动式身体认知训练:用户体验的设计、开发和评估。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-10-29 DOI:10.2196/59141
Teerawat Kamnardsiri, Sirintip Kumfu, Peeraya Munkhetvit, Sirinun Boripuntakul, Somporn Sungkarat
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引用次数: 0

摘要

背景:身体和认知功能的下降是自然的生理过程,会导致跌倒风险的增加。有证据表明,体能和认知能力相结合的锻炼对改善身体和认知健康都有好处。虽然通常推荐中高强度的运动,但对于面临身体限制或禁忌症的老年人来说,这可能不切实际。因此,低强度运动是一个可行的选择。老年人参与运动的主要障碍包括交通、时间、动力和乐趣。为了克服这些挑战,基于家庭的游戏化培训系统可能是提高运动依从性的有效方法:本研究旨在开发和评估一种低强度、基于游戏化的交互式体能认知锻炼方法的可用性,供老年人在家中进行锻炼:方法:按照 ADDIE 模型(分析、设计、开发、实施和评估)创建了基于游戏的身体认知练习原型,并对老年人的用户体验进行了评估。共有 15 名老年人在家进行了基于游戏的身体认知训练,每天 60 分钟,每周 3 天,持续 4 周。在完成为期 4 周的培训计划后,使用系统可用性量表(SUS)对游戏式培训系统的可用性进行了评估。至于满意度,则采用了 8 个项目的 "体育活动乐趣量表"(PACES)问卷,以评估参与者在完成 1 周和 4 周训练后的乐趣程度。描述性统计用于说明 SUS 分数。采用 Wilcoxon 符号秩检验比较第一周和四周结束时的 PACES 分数,显著性设为 PResults:至于专家共识,游戏式培训包括 3 个游戏:海洋潜水员、跑路者和移动与记忆。游戏分为初级、中级和高级三个难度级别。基于计算机视觉的系统被选为家庭环境下的教学平台。所有参与者的 SUS 总分平均为 87.22(标准差为 5.76),表明用户对系统可用性的感知从良好到优秀不等。在为期 4 周的培训结束时,PACES 总分明显高于第一周,这表明用户的满意度有所提高(第一周:平均 44.93,标准差 3.99 vs 第四周:平均 50.53,标准差 4.70;P=.001):低强度、游戏化、交互式体能认知训练原型的设计和开发采用了 ADDIE 模型,专家和最终用户都参与了这一过程。研究结果表明,外部游戏原型是一种适用于家庭环境的实用方法,能提高老年人的乐趣和积极性。我们有必要开展进一步的研究,以确定这种基于游戏的培训在促进身体和认知功能方面的有效性。
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Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience.

Background: Declines in physical and cognitive function are natural biological processes, leading to an increased risk of falls. Promising evidence suggests that combined physical-cognitive exercise has beneficial effects in improving both physical and cognitive health. Although moderate-to-high exercise intensity is commonly recommended, it might be impractical for older adults facing physical limitations or contraindications. Thus, low-intensity exercise is a viable option. The main barriers to engaging in exercise in older adults include transportation, time, motivation, and enjoyment. To overcome these challenges, a home-based, gamification-based training system may provide an effective approach to enhance exercise adherence.

Objective: This study aimed to develop and evaluate the usability of a low-intensity, gamification-based, interactive physical-cognitive exercise for older adults in a home-based setting.

Methods: The prototype of a game-based physical-cognitive exercise was created following the ADDIE model (analysis, design, development, implementation, and evaluation) and assessed for user experience in older adults. A total of 15 older adults engaged in the game-based physical-cognitive exercise at home for 60 minutes per day, 3 days per week, for 4 weeks. The usability of the game-based training system was evaluated using the system usability scale (SUS) after completion of a 4-week training program. As for satisfaction, the 8-item Physical Activity Enjoyment Scale (PACES) questionnaire was used to assess participants' enjoyment level after 1 week and 4 weeks of training. Descriptive statistics were used to illustrate the SUS score. A Wilcoxon signed-rank test was used to compare the PACES scores between the first week and the end of the 4-week period, with significance set at P<.05.

Results: As for experts' consensus, the game-based training consisted of 3 games: Ocean Diver, Road Runner, and Moving and Memorizing. The games had 3 levels of difficulty: beginner, intermediate, and advanced. A computer vision-based system was selected as the delivery platform for a home setting. The total SUS score for all participants was mean 87.22 (SD 5.76), indicating the user's perception of the usability of a system ranging from good to excellent. At the end of the 4-week training, the total PACES score was significantly greater than the first week, suggesting an improvement in enjoyment (first week: mean 44.93, SD 3.99 vs fourth week: mean 50.53, SD 4.70; P=.001).

Conclusions: The prototype of low-intensity, gamification-based, interactive physical-cognitive training was designed and developed using the ADDIE model, which included both experts and end users in the process. The findings showed that the exergame prototype was a usable and practical approach for a home-based setting, enhancing older adults' enjoyment and motivation. Further research is warranted to determine the effectiveness of such gamification-based training in promoting physical and cognitive functions.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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