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ASSESSING THE IMPACT OF A GAME-CENTERED MOBILE APP ON COMMUNITY-DWELLING OLDER ADULTS’ HEALTH ACTIVATION
The objective of this investigation was to evaluate the impact of a game-centered mobile app (Bingocize®) on older adults’ knowledge, skill, and confidence for managing aspects of their healthcare. Rural community-dwelling older adults (N=85) with mobility, not engaged in any structured exercise pro...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Oxford University Press
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6840160/ http://dx.doi.org/10.1093/geroni/igz038.1229 |
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author | Crandall, Jason Shake, Matthew Ziegler, Uta |
author_facet | Crandall, Jason Shake, Matthew Ziegler, Uta |
author_sort | Crandall, Jason |
collection | PubMed |
description | The objective of this investigation was to evaluate the impact of a game-centered mobile app (Bingocize®) on older adults’ knowledge, skill, and confidence for managing aspects of their healthcare. Rural community-dwelling older adults (N=85) with mobility, not engaged in any structured exercise program, used the app in a group setting for 10 weeks, twice per week, for one hour. Participants were randomly assigned to (a) a version that included health education, or (b) health education and an exercise component. The Patient Activation Measure (PAM-10) was used to assess group changes in knowledge, skill, and confidence for managing aspects of their healthcare. Two (Group: Exercise + Health Education vs. Health Education-only) x Two (Time: Pre- vs. Post-intervention) analyses of variance, with significance p<.05, was used for statistical analysis. Results: PAM-10 values significantly increased from pre- to post-intervention for both groups, as did knowledge of the health topics (all p < 0.05). Attendance was >93% in both groups. Bingocize® engendered high attendance and improved health activation of older adults; however, additional research is needed to examine whether changes in activation result in long-term changes in health behavior. The Bingocize® mobile app is an enjoyable and effective way to increase health activation in community-dwelling older adults. |
format | Online Article Text |
id | pubmed-6840160 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | Oxford University Press |
record_format | MEDLINE/PubMed |
spelling | pubmed-68401602019-11-13 ASSESSING THE IMPACT OF A GAME-CENTERED MOBILE APP ON COMMUNITY-DWELLING OLDER ADULTS’ HEALTH ACTIVATION Crandall, Jason Shake, Matthew Ziegler, Uta Innov Aging Session 1401 (Poster) The objective of this investigation was to evaluate the impact of a game-centered mobile app (Bingocize®) on older adults’ knowledge, skill, and confidence for managing aspects of their healthcare. Rural community-dwelling older adults (N=85) with mobility, not engaged in any structured exercise program, used the app in a group setting for 10 weeks, twice per week, for one hour. Participants were randomly assigned to (a) a version that included health education, or (b) health education and an exercise component. The Patient Activation Measure (PAM-10) was used to assess group changes in knowledge, skill, and confidence for managing aspects of their healthcare. Two (Group: Exercise + Health Education vs. Health Education-only) x Two (Time: Pre- vs. Post-intervention) analyses of variance, with significance p<.05, was used for statistical analysis. Results: PAM-10 values significantly increased from pre- to post-intervention for both groups, as did knowledge of the health topics (all p < 0.05). Attendance was >93% in both groups. Bingocize® engendered high attendance and improved health activation of older adults; however, additional research is needed to examine whether changes in activation result in long-term changes in health behavior. The Bingocize® mobile app is an enjoyable and effective way to increase health activation in community-dwelling older adults. Oxford University Press 2019-11-08 /pmc/articles/PMC6840160/ http://dx.doi.org/10.1093/geroni/igz038.1229 Text en © The Author(s) 2019. Published by Oxford University Press on behalf of The Gerontological Society of America. http://creativecommons.org/licenses/by/4.0/ This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted reuse, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Session 1401 (Poster) Crandall, Jason Shake, Matthew Ziegler, Uta ASSESSING THE IMPACT OF A GAME-CENTERED MOBILE APP ON COMMUNITY-DWELLING OLDER ADULTS’ HEALTH ACTIVATION |
title | ASSESSING THE IMPACT OF A GAME-CENTERED MOBILE APP ON COMMUNITY-DWELLING OLDER ADULTS’ HEALTH ACTIVATION |
title_full | ASSESSING THE IMPACT OF A GAME-CENTERED MOBILE APP ON COMMUNITY-DWELLING OLDER ADULTS’ HEALTH ACTIVATION |
title_fullStr | ASSESSING THE IMPACT OF A GAME-CENTERED MOBILE APP ON COMMUNITY-DWELLING OLDER ADULTS’ HEALTH ACTIVATION |
title_full_unstemmed | ASSESSING THE IMPACT OF A GAME-CENTERED MOBILE APP ON COMMUNITY-DWELLING OLDER ADULTS’ HEALTH ACTIVATION |
title_short | ASSESSING THE IMPACT OF A GAME-CENTERED MOBILE APP ON COMMUNITY-DWELLING OLDER ADULTS’ HEALTH ACTIVATION |
title_sort | assessing the impact of a game-centered mobile app on community-dwelling older adults’ health activation |
topic | Session 1401 (Poster) |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6840160/ http://dx.doi.org/10.1093/geroni/igz038.1229 |
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