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互動數位遊戲與回饋對於輔助高齡者學習保健知識之影響

The Effect of Interactive Digital Game and Feedback on Assisting the Older Adult in Learning Healthcare Knowledge

摘要


人類認知能力會隨著年齡老化而退化,在數位環境普及的今天,無疑侷限了銀髮族資訊處理與終身學習的能力。融入遊戲元素的互動數位學習系統具有認知補償功能,亦能強化動機與深化理解。此外,適時提供學習回饋亦能提昇學習效果。本計畫源起於高齡退化認知與學習行為之關聯性,期望藉由融入遊戲元素與回饋機制之互動數位學習系統,分析高齡者之學習認知模式,並達到輔助與強化高齡學習之目的。本研究招募32位來自台灣南部某里民活動中心之高齡學員參與一個2x2的分割型因子實驗,其中回饋是一個主區組間因子,分為有回饋與無回饋兩處理水準;互動學習則設計為一個次區組內因子,包括「互動數位遊戲」與「靜態紙本文字」兩種學習媒體。學習效果從客觀績效與主觀學習經驗兩個構面進行評估。由於不同學習媒體閱覽特性不同,本實驗採自主學習,因此客觀學習績效調整為受試時間平準化後之答題分數。主觀學習經驗則以1-10的評比問卷蒐集受試者對兩種學習媒體在九個經驗問項之滿意感受。實驗學習內容以與高齡健康息息相關之骨質疏鬆保健知識為題材。研究結果顯示接受互動數位遊戲之高齡受試者時間調整後答題分數顯著高於接受靜態紙本文字者。接受數位互動遊戲受試者在九個主觀經驗問項滿意度亦均顯著高於接受靜態紙本文字者。據此結果本研究提出高齡互動遊戲之設計準則。

並列摘要


With population aging and widespread computer technology, digital learning for older adults has become a major human-computer interaction issue. It has been found that age is normally associated with declined mental abilities which have imposed tremendous difficulty on older adults in information processing. Considering the reduced cognitive ability of older adults, the present study aims to examine the extent to which a game-based learning system can help the elderly in learning healthcare knowledge. 32 older subjects aged over sixty-five from a local welfare center in southern Taiwan were recruited to participate in a 2x2 split-plot factorial experiment where learning media and feedback were manipulated as independent variables. Feedback was a main-plot between-subject factor with two levels of treatment, namely, with- and without-feedback. Learning interface was defined as a sub-plot within-subject factor with two types of learning modes, namely, interactive game-based system and paper-based static text. Learning efficacy was evaluated by performance as well as learner experience. The learning performance was operationally defined by an accuracy score adjusted by the subject's self-pacing time. Healthcare information related to osteoporosis was adopted as the learning subject. The results indicated that the older subject who received the interactive game significantly outperformed the counterpart who received the static text treatment. The interactive game was also significantly favored across all the nine user experience dimensions. Implications concerning cognitive aging and design guidelines for interactive digital games that accommodate the unique needs of the older adult were discussed.

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