Gamification and Language Learning to Enhance Cognition in Older Adults: A Systematic Literature Review.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Kimberly M W Y Tan
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引用次数: 0

Abstract

In this systematic review, we explored the literature on both online gamification and language learning in older adults aged 50 and older. Studies describing either digital gamified cognitive training or language learning interventions and include objective outcomes relating to the cognition of the participants were highlighted as suitable to be included as part of the review. In accordance with the established studies, we analyzed the aim and outcomes of the two separate types of interventions, the study design used, the modalities utilized for the respective interventions, as well as the cognitive outcomes obtained. A focus on the Asian context is included to better understand the effects of such interventions on Asian older adults. Mixed findings have been noted in both online gamified and language learning trainings, especially for language learning. However, results lean toward improvements in the cognitive abilities of older adults following gamified interventions, especially gamified cognitive trainings.

游戏化和语言学习增强老年人的认知能力:系统性文献综述
在这篇系统性综述中,我们探讨了有关 50 岁及以上老年人在线游戏化和语言学习的文献。这些研究描述了数字游戏化认知训练或语言学习干预,并包含与参与者认知相关的客观结果。根据已确定的研究,我们分析了两种不同类型干预的目的和结果、使用的研究设计、各自干预所使用的模式以及获得的认知结果。为了更好地了解此类干预对亚洲老年人的影响,我们将重点放在了亚洲环境上。在线游戏化培训和语言学习培训,尤其是语言学习培训的研究结果不一。不过,结果倾向于老年人在接受游戏化干预,尤其是游戏化认知培训后认知能力有所提高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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