Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience

被引:1
|
作者
Kamnardsiri, Teerawat [1 ]
Kumfu, Sirintip [2 ]
Munkhetvit, Peeraya [3 ]
Boripuntakul, Sirinun [2 ]
Sungkarat, Somporn [2 ]
机构
[1] Chiang Mai Univ, Coll Arts Media & Technol, Dept Digital Game, Chiang Mai, Thailand
[2] Chiang Mai Univ, Fac Associated Med Sci, Dept Phys Therapy, 110 Intawaroros Rd, Chiang Mai 50200, Thailand
[3] Chiang Mai Univ, Fac Associated Med Sci, Dept Occupat Therapy, Chiang Mai, Thailand
来源
JMIR SERIOUS GAMES | 2024年 / 12卷
关键词
exergame; physical-cognitive training; computer-based interventions; gamification; older adults; instructional design model; low-intensity; EXERCISE; OSTEOARTHRITIS; INTERVENTIONS; EXERGAMES; PEOPLE; FALLS; GAME;
D O I
10.2196/59141
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
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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页数:15
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