Systematic review on health literacy through game-based educational interventions in older adults.
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| Title: | Systematic review on health literacy through game-based educational interventions in older adults. |
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| Authors: | Liang, Ming-Hao (AUTHOR), Kuo, Shu-Hsin (AUTHOR) |
| Source: | Educational Gerontology. Jan2026, Vol. 52 Issue 1, p71-84. 14p. |
| Subjects: | Health literacy, Mobile apps, Self-efficacy, CINAHL database, Educational technology, Systematic reviews, MEDLINE, Motivation (Psychology), Health education, Computer assisted instruction, Learning strategies, Health promotion, Online information services, Adult education, Video games |
| Geographic Terms: | Taiwan |
| Abstract: | Health literacy plays a crucial role in individual health decision making and actions, directly impacting personal health outcomes. Game-based educational interventions have emerged as new tools to motivate learning among older adults for health literacy promotion programs. However, it remains unclear whether these game-based strategies apply to health promotion interventions targeting the older adult population. This review explores the use of game-based interventions and aims to identify the strategies used in game-based educational interventions to promote health literacy among older adults. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, a systematic review was performed by searching the Airiti Library (CEPS), CINAHL, PubMed and the Web of Science Core Collection (2013-2023). Of the 814 identified records, studies with unrelated topics, literature reviews, and those that did not provide specific details on the gaming methods were excluded. Eleven studies were included in the review. The results demonstrate that game-based educational interventions can address the four components of attention, relevance, confidence, and satisfaction with 12 gamification elements, including suitability, sensation, competition/cooperation, storyline, realism, daily life practice, similar framework, level, instructor, acknowledgment, empowerment, and social interaction. Game-based interventions improve health literacy by generating data focused on older adults. Gamification elements can be used as curriculum-linked tools to improve adult education and add value to the pursuit of educational goals in communities. [ABSTRACT FROM AUTHOR] |
| Copyright of Educational Gerontology is the property of Taylor & Francis Ltd 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: | Psychology and Behavioral Sciences Collection |
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| Header | DbId: pbh DbLabel: Psychology and Behavioral Sciences Collection An: 190648356 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Systematic review on health literacy through game-based educational interventions in older adults. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Liang%2C+Ming-Hao%22">Liang, Ming-Hao</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Kuo%2C+Shu-Hsin%22">Kuo, Shu-Hsin</searchLink> (AUTHOR) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Educational+Gerontology%22">Educational Gerontology</searchLink>. Jan2026, Vol. 52 Issue 1, p71-84. 14p. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Health+literacy%22">Health literacy</searchLink><br /><searchLink fieldCode="DE" term="%22Mobile+apps%22">Mobile apps</searchLink><br /><searchLink fieldCode="DE" term="%22Self-efficacy%22">Self-efficacy</searchLink><br /><searchLink fieldCode="DE" term="%22CINAHL+database%22">CINAHL database</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+technology%22">Educational technology</searchLink><br /><searchLink fieldCode="DE" term="%22Systematic+reviews%22">Systematic reviews</searchLink><br /><searchLink fieldCode="DE" term="%22MEDLINE%22">MEDLINE</searchLink><br /><searchLink fieldCode="DE" term="%22Motivation+%28Psychology%29%22">Motivation (Psychology)</searchLink><br /><searchLink fieldCode="DE" term="%22Health+education%22">Health education</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+assisted+instruction%22">Computer assisted instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Learning+strategies%22">Learning strategies</searchLink><br /><searchLink fieldCode="DE" term="%22Health+promotion%22">Health promotion</searchLink><br /><searchLink fieldCode="DE" term="%22Online+information+services%22">Online information services</searchLink><br /><searchLink fieldCode="DE" term="%22Adult+education%22">Adult education</searchLink><br /><searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink> – Name: SubjectGeographic Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Taiwan%22">Taiwan</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: Health literacy plays a crucial role in individual health decision making and actions, directly impacting personal health outcomes. Game-based educational interventions have emerged as new tools to motivate learning among older adults for health literacy promotion programs. However, it remains unclear whether these game-based strategies apply to health promotion interventions targeting the older adult population. This review explores the use of game-based interventions and aims to identify the strategies used in game-based educational interventions to promote health literacy among older adults. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, a systematic review was performed by searching the Airiti Library (CEPS), CINAHL, PubMed and the Web of Science Core Collection (2013-2023). Of the 814 identified records, studies with unrelated topics, literature reviews, and those that did not provide specific details on the gaming methods were excluded. Eleven studies were included in the review. The results demonstrate that game-based educational interventions can address the four components of attention, relevance, confidence, and satisfaction with 12 gamification elements, including suitability, sensation, competition/cooperation, storyline, realism, daily life practice, similar framework, level, instructor, acknowledgment, empowerment, and social interaction. Game-based interventions improve health literacy by generating data focused on older adults. Gamification elements can be used as curriculum-linked tools to improve adult education and add value to the pursuit of educational goals in communities. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Educational Gerontology is the property of Taylor & Francis Ltd 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.) |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=pbh&AN=190648356 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1080/03601277.2025.2470273 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 14 StartPage: 71 Subjects: – SubjectFull: Health literacy Type: general – SubjectFull: Mobile apps Type: general – SubjectFull: Self-efficacy Type: general – SubjectFull: CINAHL database Type: general – SubjectFull: Educational technology Type: general – SubjectFull: Systematic reviews Type: general – SubjectFull: MEDLINE Type: general – SubjectFull: Motivation (Psychology) Type: general – SubjectFull: Health education Type: general – SubjectFull: Computer assisted instruction Type: general – SubjectFull: Learning strategies Type: general – SubjectFull: Health promotion Type: general – SubjectFull: Online information services Type: general – SubjectFull: Adult education Type: general – SubjectFull: Video games Type: general – SubjectFull: Taiwan Type: general Titles: – TitleFull: Systematic review on health literacy through game-based educational interventions in older adults. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Liang, Ming-Hao – PersonEntity: Name: NameFull: Kuo, Shu-Hsin IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Text: Jan2026 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 03601277 Numbering: – Type: volume Value: 52 – Type: issue Value: 1 Titles: – TitleFull: Educational Gerontology Type: main |
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