Serious Game iDO: Towards Better Education in Dementia Care

被引:19
|
作者
Maskeliunas, Rytis [1 ,2 ]
Damasevicius, Robertas [1 ,2 ]
Lethin, Connie [3 ,4 ]
Paulauskas, Andrius [2 ]
Esposito, Anna [5 ]
Catena, Mauro [6 ]
Aschettino, Vincenzo [6 ]
机构
[1] Silesian Tech Univ, Inst Math, Kaszubska 23, PL-44100 Gliwice, Poland
[2] Kaunas Univ Technol, Fac Informat, Student 50, LT-51368 Kaunas, Lithuania
[3] Lund Univ, Fac Med, Dept Hlth Sci, SE-22100 Lund, Sweden
[4] Lund Univ, Dept Clin Sci, Clin Memory Res Unit, SE-22100 Lund, Sweden
[5] Univ Vanvitelli, Dipartimento Psicol, Viale Ellittico 31, I-81100 Caserta, Italy
[6] Tech4Care, Via Guglielmo Marconi 31, I-60015 Falconara Marittima An, Italy
关键词
assisted living; dementia care; people with dementia; caregivers; information and communication technology; educational game; serious game; NURSING-EDUCATION; COMPUTER GAMES; GAMIFICATION; SIMULATION; PEOPLE; IMPACT; PREVENTION; CHILDREN; HEALTH; LIFE;
D O I
10.3390/info10110355
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
We describe the iDO serious game developed during implementation of the Innovative Digital Training Opportunities on Dementia for Direct Care Workers (IDO) project. The project targets formal and informal caregivers of persons with dementia in order to improve caregiver knowledge and competences skills with a non-traditional source of training. This paper describes the steps faced to define the iDO caregiver behavior improvement model, design of game mechanics, development of game art and game characters, and implementation of gameplay. Furthermore, it aimed to assess the direct impact of the game on caregivers (n = 48) and seniors with early signs of dementia (n = 14) in Lithuania measured with the Geriatric Depression Scale (GDS) and Dementia Attitudes Scale (DAS). The caregivers' GDS scores showed a decrease in negative answers from 13.4% (pre-game survey) to 5.2% (post-game survey). The seniors' GDS scores showed a decrease in negative answers from 24.9% (pre-game survey) to 10.9% (post-game survey). The overall DAS scores increased from 6.07 in the pre-game survey to 6.41 in the post-game survey, statistically significant for both caregivers and seniors (p < 0.001), respectively. We conclude that the game aroused positive moods and attitudes for future caregivers of persons with dementia, indicating a more relaxed status and a decreased fear in accomplishing the caring process.
引用
收藏
页数:15
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