Investigating the effects of different game-based learning on the health care knowledge and emotions for middle-aged and older adults

Wen Yi Hsiao, Ching Huei Chen, Po Chen Chen, Wen Hsuan Hou

Research output: Contribution to journalArticlepeer-review

Abstract

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.

Original languageEnglish
JournalInteractive Learning Environments
DOIs
Publication statusAccepted/In press - 2024

Keywords

  • board game
  • digital game
  • emotion
  • health care knowledge
  • learning outcome
  • Middle-aged and older adults
  • technology acceptance model (TAM)

ASJC Scopus subject areas

  • Education
  • Computer Science Applications

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