Applied Board Game as a Cognitive Training Model to Improve the Working Memory for the Seniors.

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Title: Applied Board Game as a Cognitive Training Model to Improve the Working Memory for the Seniors.
Authors: Hui-Ling Liu, Li-Jung Lin
Source: Journal of Health Promotion & Health Education. 2021, Issue 52, p87-117. 31p.
Abstract: Objectives: As adults begin to age, their cognitive function will begin to decline rapidly especially in memory and working memory. In 2018, Taiwan became an aged society signifying that the ability to maintain or even improve cognitive function of older adults have become an important issue. The purpose of this study was to test if utilizing board games as the cognitive training model could improve working memory on older adults. Methods: This study adopted the semi-experimental design by assigning two experimental groups. One experimental group was trained by intuitive board games while the other was trained by rational board games. A total of 31 participants (average age is 67 years old including 26 females and 5 males) completed the training course. Pre and post-tests were conducted on simple and complex span tasks that affected working memory which included digits forward span, digits backward span, N-back tasks and numerical Stroop tasks. Using the repeated measures ANOVA, the data was analyzed to compare the differences between time and the groups. Results: Results showed that in the digits backward span in simple span tasks, the group trained by rational board games had significant improvement after the intervention. In the digits forward span in simple span tasks, the group trained by intuitive board games showed significant improvement after the intervention while the other group showed insignificant regression. In the result of N-back tasks in complex span tasks, the group trained by intuitive board games showed significant improvements on both one-back accuracy and two-back accuracy after the intervention; although the group trained by rational board games showed insignificant improvement. Conclusions: Conclusively, applying board games as a cognitive training model had significant outcome in partial working memory. This suggests that in comparison to computer-based cognitive training, board games are a flexible and interactive training method. [ABSTRACT FROM AUTHOR]
Copyright of Journal of Health Promotion & Health Education is the property of National Taiwan Normal University, Department of Health Promotion & Health Education and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: Applied Board Game as a Cognitive Training Model to Improve the Working Memory for the Seniors.
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  Data: <searchLink fieldCode="AR" term="%22Hui-Ling+Liu%22">Hui-Ling Liu</searchLink><br /><searchLink fieldCode="AR" term="%22Li-Jung+Lin%22">Li-Jung Lin</searchLink>
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  Data: <searchLink fieldCode="JN" term="%22Journal+of+Health+Promotion+%26+Health+Education%22">Journal of Health Promotion & Health Education</searchLink>. 2021, Issue 52, p87-117. 31p.
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  Data: Objectives: As adults begin to age, their cognitive function will begin to decline rapidly especially in memory and working memory. In 2018, Taiwan became an aged society signifying that the ability to maintain or even improve cognitive function of older adults have become an important issue. The purpose of this study was to test if utilizing board games as the cognitive training model could improve working memory on older adults. Methods: This study adopted the semi-experimental design by assigning two experimental groups. One experimental group was trained by intuitive board games while the other was trained by rational board games. A total of 31 participants (average age is 67 years old including 26 females and 5 males) completed the training course. Pre and post-tests were conducted on simple and complex span tasks that affected working memory which included digits forward span, digits backward span, N-back tasks and numerical Stroop tasks. Using the repeated measures ANOVA, the data was analyzed to compare the differences between time and the groups. Results: Results showed that in the digits backward span in simple span tasks, the group trained by rational board games had significant improvement after the intervention. In the digits forward span in simple span tasks, the group trained by intuitive board games showed significant improvement after the intervention while the other group showed insignificant regression. In the result of N-back tasks in complex span tasks, the group trained by intuitive board games showed significant improvements on both one-back accuracy and two-back accuracy after the intervention; although the group trained by rational board games showed insignificant improvement. Conclusions: Conclusively, applying board games as a cognitive training model had significant outcome in partial working memory. This suggests that in comparison to computer-based cognitive training, board games are a flexible and interactive training method. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of Journal of Health Promotion & Health Education is the property of National Taiwan Normal University, Department of Health Promotion & Health Education and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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              Text: 2021
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