Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience DOI Creative Commons
Teerawat Kamnardsiri, Sirintip Kumfu, Peeraya Munkhetvit

et al.

JMIR Serious Games, Journal Year: 2024, Volume and Issue: 12, P. e59141 - e59141

Published: Oct. 29, 2024

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 improving both health. Although moderate-to-high intensity is commonly recommended, it might be impractical for older adults facing limitations or contraindications. Thus, low-intensity a viable option. The main barriers engaging include transportation, time, motivation, enjoyment. To overcome these challenges, home-based, gamification-based training system may provide effective approach enhance adherence. Objective This study aimed develop evaluate the usability low-intensity, gamification-based, interactive home-based setting. Methods prototype game-based was created following ADDIE model (analysis, design, development, implementation, evaluation) assessed user experience adults. A total 15 engaged at home 60 minutes per day, 3 days week, 4 weeks. evaluated using scale (SUS) after completion 4-week program. As satisfaction, 8-item Physical Activity Enjoyment Scale (PACES) questionnaire used assess participants’ enjoyment level 1 week weeks training. Descriptive statistics were illustrate SUS score. Wilcoxon signed-rank test compare PACES scores between first end period, with significance set P <.05. Results experts’ consensus, consisted games: Ocean Diver, Road Runner, Moving Memorizing. games had levels difficulty: beginner, intermediate, advanced. computer vision–based selected as delivery platform score all participants mean 87.22 (SD 5.76), indicating user’s perception ranging from good excellent. At training, significantly greater than suggesting improvement (first week: 44.93, SD 3.99 vs fourth 50.53, 4.70; =.001). Conclusions designed developed model, which included experts users process. findings showed exergame usable practical setting, enhancing adults’ motivation. Further research warranted determine effectiveness such promoting functions.

Language: Английский

Effects of a ChatGPT-based flipped learning guiding approach on learners’ courseware project performances and perceptions DOI Creative Commons
Haifeng Li

Australasian Journal of Educational Technology, Journal Year: 2023, Volume and Issue: 39(5), P. 40 - 58

Published: Dec. 22, 2023

In recent decades, flipped learning has been adopted by teachers to improve achievement. However, it is challenging provide all students with instant personalised guidance at the same time. To address this gap, based on Chat Generative Pre-trained Transformer (ChatGPT) and scaffolding theory, I developed a ChatGPT-based guiding approach (ChatGPT-FLGA) according analysis, design, development, implementation evaluation model. investigate effectiveness of ChatGPT-FLGA, quasi-experiment was conducted in activities courseware project. One two classes randomly assigned experimental group, while other control group. The both received classroom instruction discussions through Tencent QQ applications, but only those group learned ChatGPT-FLGA. results revealed that ChatGPT-FLGA significantly improved students’ performance, self-efficacy, attitudes, intrinsic motivation creative thinking. research findings enrich literature ChatGPT classrooms addressing influence students' performance perceptions. Implications for practice or policy: Teachers universities should utilise as tool supporting promoting their problem-solving skills. Course designers academic staff can leverage enact student-centred pedagogical transformation massive open online courses learning. master how use its system, foster learners’ self-regulated learning, help them promote self-efficacy overcome difficulties thinking ability.

Language: Английский

Citations

24

Conceptualising the context and mechanisms for tackling loneliness in older adults through interventions: A Critical Interpretive Synthesis DOI Creative Commons
John Ratcliffe, Faith Matcham, Erika Molteni

et al.

medRxiv (Cold Spring Harbor Laboratory), Journal Year: 2025, Volume and Issue: unknown

Published: Jan. 13, 2025

Abstract Background Loneliness in later life has been widely associated with poor mental and physical health. However, despite many reviews, current evidence does not provide a clear picture of how to tackle loneliness older adults through interventions. Research examining the contexts mechanisms for reducing interventions is required identify how, why, who work or do work. Methods A critical interpretive synthesis, review method designed rigorously reflexively re-examine existing literature, was conducted re-consider what matters This enacted broad search strategy incorporating database searches, contacting experts, reference-chaining, team discussions, enabling flexible iterative able generate new theory. Results 274 papers were included analysis. We identified four dimensions whether worked. Intended outcome mirrored different theoretical perspectives on reduce loneliness. Four intended outcomes identified: cognitive change; improved social connections; physiological more meaningful life. The second dimension level an intervention - it intervene at micro, meso, macro level. Thirdly, 13 positive features noted have evidenced lead constitute effective These that are organised, adaptable, good staff/volunteers, support attend, routinised, built shared interests/identities, personalised, culturally aware, co-produced, involve active participation, strengths-based, lasting, targeted appropriate people. Lastly, nine emotions represent less feeling reciprocated interactions; emotional support; belonging; perspective; self-efficacy; mattering; pride; purpose; empowerment. Conclusions Interventions evaluations should look beyond comparing activities see which best recognise multidimensionality variation vital individuals communities needs. Identifying is, society intends impact, actions this study, can be employed better target variety

Language: Английский

Citations

0

A Fuzzy Kano Model Proposal for Sustainable Product Design: Mobile Application Feature Analysis DOI
Necip Fazıl Karakurt, Selçuk Çebi

Applied Soft Computing, Journal Year: 2025, Volume and Issue: unknown, P. 112824 - 112824

Published: Feb. 1, 2025

Language: Английский

Citations

0

Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience DOI Creative Commons
Teerawat Kamnardsiri, Sirintip Kumfu, Peeraya Munkhetvit

et al.

JMIR Serious Games, Journal Year: 2024, Volume and Issue: 12, P. e59141 - e59141

Published: Oct. 29, 2024

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 improving both health. Although moderate-to-high intensity is commonly recommended, it might be impractical for older adults facing limitations or contraindications. Thus, low-intensity a viable option. The main barriers engaging include transportation, time, motivation, enjoyment. To overcome these challenges, home-based, gamification-based training system may provide effective approach enhance adherence. Objective This study aimed develop evaluate the usability low-intensity, gamification-based, interactive home-based setting. Methods prototype game-based was created following ADDIE model (analysis, design, development, implementation, evaluation) assessed user experience adults. A total 15 engaged at home 60 minutes per day, 3 days week, 4 weeks. evaluated using scale (SUS) after completion 4-week program. As satisfaction, 8-item Physical Activity Enjoyment Scale (PACES) questionnaire used assess participants’ enjoyment level 1 week weeks training. Descriptive statistics were illustrate SUS score. Wilcoxon signed-rank test compare PACES scores between first end period, with significance set P <.05. Results experts’ consensus, consisted games: Ocean Diver, Road Runner, Moving Memorizing. games had levels difficulty: beginner, intermediate, advanced. computer vision–based selected as delivery platform score all participants mean 87.22 (SD 5.76), indicating user’s perception ranging from good excellent. At training, significantly greater than suggesting improvement (first week: 44.93, SD 3.99 vs fourth 50.53, 4.70; =.001). Conclusions designed developed model, which included experts users process. findings showed exergame usable practical setting, enhancing adults’ motivation. Further research warranted determine effectiveness such promoting functions.

Language: Английский

Citations

1