運用桌遊為認知訓練模式以促進中高齡者之工作記憶
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2020-12-??
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國立台灣師範大學健康促進與衛生教育學系
Department of Health Promotion and Health Education National Taiwan Normal University
Department of Health Promotion and Health Education National Taiwan Normal University
Abstract
目標:臺灣於2018年進入高齡社會,因應老化對認知功能與工作記憶之影響,維持中高齡者認知功能的運作,改善衰退成為重大議題。本研究以桌上遊戲作為工作記憶訓練模式,探討其對中高齡者工作記憶的成效。方法:本研究招募31位平均年齡67歲之自願參與者,女性有26位、男性有5位,採準實驗設計團體分派成兩個實驗組,分別接受直覺反應及理性分析類型桌上遊戲介入課程,於介入前後1週內進行簡單廣度(數字順、逆背測驗)及複雜廣度(N-back任務及數字Stroop測驗)工作記憶測驗,測得資料以二因子重複測量變異數進行分析。結果:在數字順背廣度測驗中,桌遊類型與時間因素交互作用達顯著差異,進一步執行主效果檢定未達統計水準。在數字逆背廣度測驗及one-back、two-back任務中,桌遊類型與交互作用皆未達顯著水準,但時間因素造成顯著差異,所有參與者後測表現優於前測。結論:中高齡者經由訓練後,部分工作記憶的表現有顯著進步,相較於目前工作記憶介入研究主要使用之單一制式化的電腦認知訓練,桌上遊戲能提供更彈性與多方互動的系統訓練。
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.
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.