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基于ADDIE模型的针对老年人的居家、低强度、基于游戏化的交互式身体认知训练:用户体验的设计、开发与评估

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

作者信息

Kamnardsiri Teerawat, Kumfu Sirintip, Munkhetvit Peeraya, Boripuntakul Sirinun, Sungkarat Somporn

机构信息

Department of Digital Game, College of Arts, Media, and Technology, Chiang Mai University, Chiang Mai, Thailand.

Department of Physical Therapy, Faculty of Associated Medical Sciences, Chiang Mai University, 110 Intawaroros Rd, Sripoom, Chiang Mai, 50200, Thailand, 66 53949249.

出版信息

JMIR Serious Games. 2024 Oct 29;12:e59141. doi: 10.2196/59141.

DOI:10.2196/59141
PMID:39470391
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11536494/
Abstract

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.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/05f7/11536494/70243cd6365a/games-v12-e59141-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/05f7/11536494/76bda31f6b59/games-v12-e59141-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/05f7/11536494/3819aabda0de/games-v12-e59141-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/05f7/11536494/ee60bb363330/games-v12-e59141-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/05f7/11536494/70243cd6365a/games-v12-e59141-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/05f7/11536494/76bda31f6b59/games-v12-e59141-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/05f7/11536494/3819aabda0de/games-v12-e59141-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/05f7/11536494/ee60bb363330/games-v12-e59141-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/05f7/11536494/70243cd6365a/games-v12-e59141-g004.jpg
摘要

背景

身体和认知功能的衰退是自然的生物学过程,会导致跌倒风险增加。有前景的证据表明,身体 - 认知联合锻炼对改善身体和认知健康有有益影响。尽管通常推荐中等至高运动强度,但对于面临身体限制或禁忌症的老年人来说可能不切实际。因此,低强度运动是一个可行的选择。老年人参与锻炼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、基于游戏化的训练系统可能提供一种有效的方法来提高锻炼依从性。

目的

本研究旨在开发并评估一种基于家庭环境的、针对老年人的低强度、基于游戏化的交互式身体 - 认知锻炼的可用性。

方法

基于ADDIE模型(分析、设计、开发、实施和评估)创建了一个基于游戏的身体 - 认知锻炼原型,并对老年人的用户体验进行评估。共有15名老年人在家中进行基于游戏的身体 - 认知锻炼,每天60分钟,每周3天,共4周。在为期4周的训练计划完成后,使用系统可用性量表(SUS)评估基于游戏的训练系统的可用性。至于满意度,使用8项身体活动乐趣量表(PACES)问卷在训练1周和4周后评估参与者的乐趣水平。描述性统计用于说明SUS分数。使用Wilcoxon符号秩检验比较第1周和4周结束时的PACES分数,显著性设定为P <.05。

结果

关于专家共识,基于游戏的训练包括3个游戏:《海洋潜水员》《跑路者》和《移动与记忆》。这些游戏有3个难度级别:初级、中级和高级。选择基于计算机视觉的系统作为家庭环境的交付平台。所有参与者的SUS总分为平均87.22(标准差5.76),表明用户对系统可用性的感知从良好到优秀。在4周训练结束时,PACES总得分显著高于第1周,表明乐趣有所提高(第1周:平均44.93,标准差3.99;第4周:平均50.53,标准差4.70;P =.001)。

结论

使用ADDIE模型设计并开发了基于低强度、游戏化的交互式身体 - 认知训练的原型,该过程包括专家和最终用户。研究结果表明,该运动游戏原型是一种适用于家庭环境的可用且实用的方法,可提高老年人的乐趣和动力。有必要进行进一步研究以确定这种基于游戏化的训练在促进身体和认知功能方面的有效性。

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