透過您的圖書館登入
IP:13.59.18.83
  • 期刊

應用ARCS學習動機模式於長者樂智AI桌遊之研究

Application of ARCS Motivation Model in Artificial Intelligence Board Games for Older Adults

摘要


前言:本研究以北北基社區據點參與課程之長者作為收案對象,欲了解長者對於參與「樂智AI桌遊」的遊戲體驗後,長者的學習動機、可信度、期望度及自覺幫助程度。遊戲設計以失智症預防為旨,內容結合簡易智能量表MMSE六大認知訓練面向,其包含:定向力、記憶力、注意力與計算能力、口語理解與行為能力、建構力、語言力訓練,每一種認知行為能力訓練皆與生活情境結合,並套用於凱比機器人中。方法:共招募146名社區長者,先進行150分鐘桌遊體驗後,給予量性問卷填寫。依填寫結果編碼、彙整,再以SPSS 23軟體進行描述性統計、獨立樣本t檢定、ANOVA檢定及迴歸分析。結果與討論:透過樂智AI桌遊的體驗,可增加長者的學習動機,提升對於產品的期望度,在自覺幫助程度上皆有良好的感受。本研究結果未來可運用於長者認知訓練課程或相關產品設計中,並作為教材推廣至各社區據點或醫療機構。以顛覆傳統、結合科技之理念,來增加長者的學習動機,達到預防失智症的效果。

並列摘要


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.

延伸閱讀