透過您的圖書館登入
IP:3.144.93.73
  • 會議論文
  • OpenAccess

高齡者對於不同桌遊類型課程之看法與滿意度研究

A Study on the Aging Learner's Perception and Satisfaction Toward the Different Types of the Board Game Program

摘要


臺灣於1993年進入高齡化社會,2001年起65歲以上人口持續攀升,直至2017年65歲以上人口數占13.33%。2018年3月底全國65歲以上老年人口占總人口比率在今年3月底達到14.05%,已步入高齡社會。高齡者老化所帶來之影響一直是研究想去探討並試圖預防之問題。近年來臺灣也將桌上遊戲運用在教學或是遊戲治療領域中。對高齡者而言,桌上遊戲能提升生活品質並促進休閒參與滿足社交需求外,更能幫助高齡者維持腦部認知功能運作。目前桌上遊戲之研究多應用於兒童及青少年,缺乏對成年人的理解,因此本研究欲針對老年族群有更多的探討,以桌上遊戲作為介入,藉此訓練高齡者認知功能。本研究目的為瞭解高齡者對直覺反應與策略型兩種不同類型桌遊的接受程度。本研究採衛福部編之預防及延緩失能服務滿意度問卷。課程結束後共發放44份問卷,回收40份。研究結果顯示總課程滿意度為4.70,問卷內容分為三構面,依序為教師教學、設備環境和學習效果。直覺反應類型之參與者對教師教學滿意度為4.78、設備環境滿意度為4.77、學習效果滿意度為4.7;策略型參與者對教師教學滿意度為4.71、設備環境滿意度為4.67、學習效果滿意度為4.58。在質性回饋分為三大部分,依序為印象深刻的事、心得感想與建議事項。根據問卷內容,兩組皆對於老師及課堂助教的協助印象深刻;心得感想在直覺反應類型之參與者,多會提到訓練反應、敏捷以及課程內容有趣。策略型參與者提及有助於腦力集中,促發動腦之活動;建議事項兩組皆提及未來希望能多開設相關桌遊課程,讓他們能繼續接觸,增添人生樂趣。

關鍵字

高齡者 桌遊 教學成效

並列摘要


In 1993, Taiwan entered an aging society. Since 2001, the population aged over 65 has continued to climb. Until 2018, the number of people aged 65 has reached 14.05%, it means an aged society has been coming. The impact of aging on the elderly adults has always been a problem that the research wants to explore and try to prevent. In recent years, Taiwan has also used board games in teaching or therapy. For elderly adults, board games can improve the quality of life and promote leisure participation in satisfying social needs. It can also help them maintain the cognitive functions. At present, the study of board games is mostly applied to children and adolescents. There is few understanding on elderly adults. Therefore, this study intends to discuss about elderly adults and use board games as an intervention to train elderly adults in cognitive functions. The purpose of this study was to understand the perceptions and satisfaction of two different types of board games. In this study, the Ministry of Health and Welfare compiled a questionnaire on the prevention and delay of disability services. At the end of the course, 44 questionnaires were distributed and 40 were returned. The results of the study showed that the total course satisfaction was 4.70. The content of the questionnaire was divided into three domain, which were teachers' teaching, equipment environment and learning effects. Participants of intuitive reaction type had 4.78 satisfaction with teacher teaching, 4.77 satisfaction with equipment environment, and 4.7 satisfaction with learning effects; 4.7% satisfaction with teacher-based teaching by strategic participants; 4.67 satisfaction with equipment environment; satisfaction with learning results The degree is 4.58. The qualitative feedback is divided into three parts, which are the impressive things, thoughts and suggestions. According to the contents of the questionnaire, both groups were impressed with the help of teacher and teaching assistant; the participants with the type of intuitive board games often mentioned training responses, agility, and interesting content of the courses. Participants the type of strategy board games mentioned that they could help brain concentration and promote brain activity. The two groups mentioned that they hope to curriculum more board games courses so that they can continue to contact and increase their enjoyment of life.

延伸閱讀