TY - JOUR
T1 - Investigating the effects of different game-based learning on the health care knowledge and emotions for middle-aged and older adults
AU - Hsiao, Wen Yi
AU - Chen, Ching Huei
AU - Chen, Po Chen
AU - Hou, Wen Hsuan
N1 - Publisher Copyright:
© 2024 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2024
Y1 - 2024
N2 - The study explored the effects of gamifying learning materials on the health care knowledge and emotions of middle-aged and older adults. A quasi-experimental research study was conducted to examine the effects of different learning approaches on the health care knowledge and emotional experiences of middle-aged and older adults. A total of 84 people voluntarily participated in this study and were assigned to three treatment groups: board games, digital games, and traditional instruction. The findings revealed that participants who engaged with board games demonstrated better health care knowledge than those who used digital games. Additionally, they reported positive emotions, such as pride and relaxation. In contrast, participants who accessed digital games were more likely to experience negative emotions, such as shame, sadness, and hopelessness. For middle-aged and older adults using digital games, it is important to consider their levels of technology acceptance, as this significantly influences their intention to use these tools. The results of this study suggest that it is necessary to strengthen the digital literacy and abilities of middle-aged and older adults to reduce learning-related anxiety. In conclusion, board games serve as a beneficial learning channel for middle-aged and older adults.
AB - The study explored the effects of gamifying learning materials on the health care knowledge and emotions of middle-aged and older adults. A quasi-experimental research study was conducted to examine the effects of different learning approaches on the health care knowledge and emotional experiences of middle-aged and older adults. A total of 84 people voluntarily participated in this study and were assigned to three treatment groups: board games, digital games, and traditional instruction. The findings revealed that participants who engaged with board games demonstrated better health care knowledge than those who used digital games. Additionally, they reported positive emotions, such as pride and relaxation. In contrast, participants who accessed digital games were more likely to experience negative emotions, such as shame, sadness, and hopelessness. For middle-aged and older adults using digital games, it is important to consider their levels of technology acceptance, as this significantly influences their intention to use these tools. The results of this study suggest that it is necessary to strengthen the digital literacy and abilities of middle-aged and older adults to reduce learning-related anxiety. In conclusion, board games serve as a beneficial learning channel for middle-aged and older adults.
KW - board game
KW - digital game
KW - emotion
KW - health care knowledge
KW - learning outcome
KW - Middle-aged and older adults
KW - technology acceptance model (TAM)
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U2 - 10.1080/10494820.2024.2408550
DO - 10.1080/10494820.2024.2408550
M3 - Article
AN - SCOPUS:85205371415
SN - 1049-4820
JO - Interactive Learning Environments
JF - Interactive Learning Environments
ER -