英文摘要 |
Introduction: This study focused on older adults who attend courses in community centers in Taipei–Keelung metropolitan area so as to examine their experience of an artificial intelligence (AI)-based board game; their learning motivation, expectation, and perceived helpfulness; and the games’credibility. The intended purpose of this board game is to prevent dementia. It integrates a Mini-Mental State Examination and involves six domains of cognitive training, namely orientation, memory, attention and calculation, oral comprehension and behavior, constructional ability, and language ability. The game was designed by integrating various cognitive abilities into real-life scenarios for application in the AI robot Kebbi Air. Methods: A total of 146 community-dwelling older adults were recruited. They tried out the board game for 150 minutes before completing a quantitative questionnaire. Their responses were coded, compiled with descriptive statistics, and analyzed with the independent sample t test, analysis of variance, and multivariate testing performed with the SPSS 23 programs. Results and Discussion: Older adults’experience with the board game improved their learning motivation, expectation of the game, and the game’s credibility. They also noted a high level of perceived helpfulness. The study results could facilitate the subsequent design of cognitive training courses for older adults and related products. In addition, they may serve as references for creating teaching materials to be promoted in various community centers or medical institutions. The designed game is based on the philosophy of overturning tradition and incorporating technology to enhance the learning motivation of older adults and prevent dementia. |