• Title/Summary/Keyword: Elderly play

Search Result 139, Processing Time 0.027 seconds

Effect of group integrated intervention program combined animal-assisted therapy and integrated elderly play therapy on live alone elderly

  • Kil, Taeyoung;Yoon, Kyeong-A;Ryu, Hansu;Kim, Minkyu
    • Journal of Animal Science and Technology
    • /
    • v.61 no.6
    • /
    • pp.379-387
    • /
    • 2019
  • The purpose of this study is to identify the effects of a group integrated intervention program that simultaneously conducts cognitive activities, physical activities, emotional activities and social interactions by integrating animal-assisted therapy (AAT) and integrated elderly play therapy based on the cognitive functions and depression of the elderly who live alone. This study follows a pre-test post-test design with a nonequivalent control group, to verify the effectiveness of a group integrated intervention. It applies a group integrated intervention program to 20 elderly people who live alone, aged 65 and above (10 in the experimental group, 10 in the control group), once a week for 90 minutes across eight weeks. The study went through MMSE-K, TMT-A and GDSSF-A to assess cognitive functions and the level of depression. The group integrated intervention increased the cognitive functions of the experimental group and decreased levels of depression. Therefore, this study verified that a group integrated intervention program of AAT and integrated play therapy of the elderly, is an effective for increasing cognitive functions and decreasing depression levels of the elderly who live alone. Based on these findings, the study suggests that there is a need to continuously expand group integrated intervention programs and provide relevant political support.

The Effects of a Folk Play Program on Cognition, ADL, and Problematic Behavior in the Elderly with Dementia (민속놀이 프로그램이 치매노인의 인지기능, 일상생활수행능력 및 문제행동에 미치는 효과)

  • Kim, Jung-Soon;Jung, Jeong-Sim
    • Journal of Korean Academy of Nursing
    • /
    • v.35 no.6
    • /
    • pp.1153-1162
    • /
    • 2005
  • Purpose: This study was to develop and evaluate a folk play program as a nursing intervention for the elderly with dementia. Method: First, a folk play program was developed through a careful study of literature review and field-work. Second, a nonequivalent control group pre-post test was designed. The subjects of the study were the elderly with dementia staying in nursing homes; 15 were in an experimental group adopting a folk play program developed through this study, 18 in the control group on a gymnastics and walking program which is generally used. The 40 min. intervention was conducted 5 times a week for 4 weeks. Result: The folk play program improved the cognition(t=6.12, p<.001) and ADL(t=2.92, p=.014) and diminished the frequency of problematic behaviors significantly(t=-6.39, p<.001). There was a significant difference of cognition, ADL, and problematic behaviors between the control and the experimental group before and after the experiment(t=3.38, p=.002; t=2.05, p=.046; t=-7.74, p<.001). Conclusion: Compared with the gymnastics and walking program, the folk play program proved to be much more effective in the elderly with dementia in improving their cognition and ADL, as well as in diminishing their problematic behaviors. Therefore, a folk play program should be appliedas an effective and practical Korean nursing intervention for the elderly with dementia.

The effectiveness of group combined intervention using animal-assisted therapy and integrated elderly play therapy

  • Kil, Taeyoung;Kim, Hak-man;Kim, Minkyu
    • Journal of Animal Science and Technology
    • /
    • v.61 no.6
    • /
    • pp.371-378
    • /
    • 2019
  • The purpose of this study was to investigate the effects of group combined intervention that combined animal-assisted therapy and integrated elderly play therapy on the depression, self-esteem, and emotional expression of geriatric patients residing in nursing homes. This was achieved by providing cognitive, physical, and emotional activities and social interaction at the same time. The group combined intervention method was applied to twelve elderly patients (six in the control group, six in the experimental group) aged 65 or older who live in a nursing home for the elderly in C province, from May 3, 2019 to June 21, 2019, for a total of 8 times (once a week, 50 minutes at a time). The quantitative evaluation was analyzed through SPSS 21.0 for comparison before and after the program was implemented, using the Korean version of the depression and the self-esteem scale. The qualitative evaluation compared emotional expression pre-test and post-test. The major results of the study were as follows: First, the group combined intervention was effective in reducing depression levels of the experimental group among the elderly patients. Second, it was effective in improving the self-esteem of the experimental group among the elderly patients. Third, it showed a significant difference in the emotional expression of the experimental group among the elderly patients. Therefore, it was found that group combined intervention reduces depression and improves self-esteem and emotional expression of the elderly. Based on these results, it is hoped that this study will be a cornerstone in the development of concrete programs for the benefit of elderly patients living in facilities.

Usability Test of 'Paldokangsan3' a Walking Game for the Elderly (노인용 걷기게임 '팔도강산3'의 사용성 연구)

  • Kim, KyungSik;Lee, YoonJung;Oh, DooNam
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.145-154
    • /
    • 2015
  • The objective of this research is to evaluate the usability test of 'Paldokangsan3' which has been developed as a serious game for the elderly to improve their physical and mental health. This game machine has been installed in a silver house for one month that the elderly could play the game as they like in their convenient times. To promote their participations to practice the game, we set 3 contests with gifts for the high scores and collect their data through inspection, questionnaire and interviews by the researchers as well as in-game measurement for the play. Eight people volunteered to join the project. While the result analysis for the usability area of easiness of control, learnability of the game play, memorability and challenge didn't show the statistical confident t-value, most elderly players participated 2~3 times a day for a month even though most of them are suffering mild cognition impairment. They showed good subjective satisfactions in their interviews that we could go on the project further to expand its applications.

Study on the Characteristics of the Design for the Community Building of Facilities for the Elderly (노인시설의 커뮤니티 증진을 위한 디자인 특성에 관한 연구)

  • Kim, Jung-Gon;Koh, Gwi-Han;Bang, Moon-Sun;Han, Chang-Hwan
    • Korean Institute of Interior Design Journal
    • /
    • v.23 no.2
    • /
    • pp.21-29
    • /
    • 2014
  • This study analyzed some of nursing homes in various domestic and foreign regions in order to find solutions to reduce suicidal incidents from the loneliness. To analyze community space of nursing homes, elderly community is analyzed into three categories based on their characteristics (morphological characteristics, Social characteristics, Environmental characteristics). With those three characteristics above, architectural spaces are analyzed the relation with them. Elderly nursing homes are divided with living, nursing, management, and public spaces. The space of elderly nursing homes (classification of function)-elderly community (classification of elderly characteristics) is approached in an architectural way related to the space of elderly nursing homes and elderly characteristics. Through some case studies, specific space relation of elderly nursing homes and elderly community is analyzed. Also, with the building analysis for summary, plans, wards(hospital rooms), cafeteria, program rooms and alley, some of general information and elderly community space is understood. In this study, there will be an analysis of relation of elderly community(morphological, social, environmental characteristics) which is separated into some spaces of elderly nursing homes(living, nursing, public spaces and facilities) written above. Furthermore, if people can recognize the importance of community space for elderly facilities, there will be a new guide line for that which can have a play on catalyst.

Life planning program for elderly -Analysis of life problem and life planning of elderly- (노년기 생활설계 프로그램 개발을 위한 기초연구 -노인의 생활문제인지와 생활계획의 분석을 중심으로-)

  • 홍성희
    • Journal of the Korean Home Economics Association
    • /
    • v.35 no.3
    • /
    • pp.151-169
    • /
    • 1997
  • The purpose of this study was to analyze contributing factors to elder's life problem and their life planning. The sample in this study consisted of 556 elderly husband and wives over 55 years old loving in Seoul, Daejeon, Jeonju and Daegu. Statistics employed for the analysis were frequencies, means, and multiple regression analysis. The results could be summarized as follows. Elderly's life problem and planning were negatively related in economic and leisure domain. And family relationship and self-esteem had significant effects on the perception of life problem, while hoe ownership, total income and total asset had not effect on perception of life problem of elderly. Also, family relationship, self-esteem and locus of control had effect on life planning of elderly. These findings pointed that psychological variables as family relationship and self-esteem play a more important role than economic variables in life of elderly.

  • PDF

Exploring the possibility of using early childhood education contents in the elderly dementia prevention program (노인 치매예방프로그램에서 유아교육 콘텐츠의 활용가능성 탐구)

  • Yang, Su-Kyung;Park, Jung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.8
    • /
    • pp.495-500
    • /
    • 2020
  • As the prevention of dementia is more important than the treatment after the onset, attention has focused on the prevention of dementia in the elderly. For this study based on 11 integrated programs, we analyzed the domestic research trends of dementia prevention programs for the elderly from 2000 to 2018 in the study of Yang Su-gyeong, Ko Bo-sook, and Park Jeong-hwan (2019) We reviewed the literature research on the elderly's dementia prevention program centered on play. By activity type, music, language, and physical activity were 4 (40.0%), respectively, and games, art, and work were 3 (30.0%), respectively. Dance, literature, traditional play, and recreation were 2 (20.0%), and yoga and life were 1 (10.0%), respectively. In this study, for the purpose of exploring the possibility of using the contents of early childhood education in the elderly dementia prevention program, play shows very positive aspects such as physical exercise ability, positive emotions, and emotional characteristics for the elderly. It is considered that if dementia prevention programs are developed using the contents of early childhood education for the elderly, they will be able to utilize leisure time positively while providing continuous services and maintaining group experiences and mental health.

The Effects of Role Type on the Life Satisfaction of the Elderly in Rural Areas (농촌 노인의 역할유형이 생활만족도에 미치는 영향)

  • Lee, Mi Young
    • Journal of Family Resource Management and Policy Review
    • /
    • v.23 no.1
    • /
    • pp.99-113
    • /
    • 2019
  • The purpose of this study was to investigate the role types that affect the life satisfaction of the elderly in rural areas. The research subjects were 1,000 people aged 65 years and over living in the rural areas of Korea. The data were analyzed using frequency analysis, descriptive statistics, and multiple regression analysis. The results of the study were as follows: First, as a result of substituting the role of rural elderly people into the role type of Rosow, the family role was drastically decreased, the health and self-management roles were increased and the social role was not changed much. In other words, the role type of the rural elderly supported the hypothesis proposed by Rosow. Second, life satisfaction was affected by monthly living expenses, social role, educational level, gender, farm, and religion. In order to improve the life satisfaction of the rural elderly, it is necessary to build programs and infrastructures that can play social roles in rural areas.

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
    • /
    • v.10 no.2
    • /
    • pp.37-41
    • /
    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

Development and Analysis of a Walking Game 'Paldokangsan3' Using Kinect (키넥트를 이용한 걷기게임 '팔도강산3' 개발 및 효과성 연구)

  • Kim, KyungSik;Lee, YoonJung;Oh, SeongSuk
    • Journal of Korea Game Society
    • /
    • v.14 no.1
    • /
    • pp.49-58
    • /
    • 2014
  • We have developed a serious game for the elderly named 'Paldokangsan3' as a next version of 'Paldokangsan2' which was a walking game with memorization in shopping streets using controllers of hand buttons and foot boards with PC developed in 2012. The interface of had buttons and food boards were changed into the interface of motion capture with the aid of Kinect. The expected effects are improvement of memorization, improvement of concentration ability to find out items in the vision, improvement of vitality through physical walking actions, as well as improvement of mental health through entertainment activities of game play. We have tested 25 volunteers of more than 65 years old in Cheonan city community center for the elderly for 2 weeks. We got the result that the game play was showing positive effectiveness on memorization, physical exercise and self-esteem in mental health area of the elderly.