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Tablet-Based Cognitive Gaming Platform for Seniors

2018-1-TR01-KA204-0582582018Strategic Partnerships for adult educationfinalized
Countries: TR|FR|BE|AT|BG|CY · Grant: €144,915
ICT - new technologies - digital competencesAccess for disadvantagedHealth and wellbeing

Project summary

Older adults are more likely to fear losing their mental abilities than their physical abilities. But for most people, mental decline isn’t inevitable and may even be reversible. It is now becoming clear that cognitive health and dementia prevention must be lifelong pursuits, and the new approaches springing from a better understanding of the risk factors for cognitive impairment are far more promising than current drug therapies. Cognition is a combination of processes, including paying attention, learning and reacting to objects in the environment, and using language and memory. If cognition becomes impaired, an individual may have difficulty performing everyday tasks. If those tasks become very hard or impossible to perform, Alzheimer’s disease (AD) or another type of dementia is diagnosed, in which case cognitive training may be in order. The key question here is whether training basic cognitive abilities will transfer to everyday abilities, such as managing one’s finances or medicines. Cognitive training is based on the idea that the brain, even in old age, can change for the better. What we know about the brain suggests that it resembles muscles: In the same way that physical training improves physical abilities, cognitive training (or brain training) improves cognitive (or mental) abilities. Cognitive training uses guided practice on a set of tasks related to memory, attention, or other brain functions. This training can take many shapes. For instance, it can be conducted on the computer or delivered in person, either individually or in small groups. But it typically involves using repetitive exercises designed to improve single (e.g., memory) or multiple (e.g., memory and reasoning) cognitive abilities. Cognitive skills plays an important part in processing information. If any of cognitive skills is weak; grasping, retaining, or using information is impaired. European Commission Active Ageing Index (AAI) measures the extent to which older people can realise their full potential in terms of participation in social and cultural life and independent living. It also measures the extent to which the environment they live in enables seniors to lead an active life. There is some evidence that even relatively simple cognitive exercises can help to improve cognition. Contrary to the popular opinion, older adults (the fastest growing segment of internet users) can benefit from cognitive interventions based on such technologies as commercial video games and neuropsychological software programs. A large, randomized controlled trial of computerized cognitive training for older adults, found that older adults who trained for one hour a day, four to five days a week for eight to 10 weeks enjoyed improvements in memory, attention and information processing speed. This training was as successful as drug trials in improving the ability to do tasks not directly targeted in training. The project aims to develop tablet-based cognitive gaming platform for seniors to use in a group format, contain multiple cognitive strategies and grow more challenging as performance improves. Tablet-based gamin platform will develop according to the cognitive training program to cognitive stimulation which aim to increase general cognitive and social function. By this way, senior people with attend the enjoyable group activities to experience the tablet games about memory, attention, reasoning & planning, processing speed and sequential processing. Target groups are: 1. Senior people who are 55+ years old 2. Senior people with physical disabilities 3. Senior people with permanent health issues (diabetes, mild level dementia etc.) 4. Trainers of senior people There are 3 intellectual outputs to reach the project goals and objectives. These are: IO1. Cognitive skills based training scheme for seniors IO2. Tablet-based cognitive gaming platform for seniors IO3. Accessible learning platform for trainers The project is based on mobile games development for senior people's cognitive skills development about memory, attention, visual preception, reasoning & planning, procession speed and sequential processing. This is the innovation part of the project because there is not any developed learning contents for cognitive skills development of senior people and project partners will focus on learning contents creation, learning scheme, mobile games development and online assesment of the senior people's progress and development throug mobile games. Project partners are experienced organisations in KA2 Strategic Partnership projects. Partners are education authority, senior e-inclusion association, voluntary based educational association, inclusion and accessibility company, software develeopment company and training provider to senior and disabled people. Partner organisations has experience on: - Adult education - Training content development - ICT and interactive technologies - Creativity skills - Online and mobile learning systems

Final report summary

The necessity of protecting cognitive health has become an important element for active ageing. It is widely believed that cognition, like our muscles, gets stronger with work. This view has been proven by many cognitive studies. With the project activities, 6 tablet-based games were developed to protect and improve cognitive health. Before the games were developed, the situation regarding adult education in the countries of the partners was determined, the needs of the adults were determined, the scenarios of the tablet-based games were written according to the learning objects, and the games were developed in 6 different areas. Games published with open access in 6 different languages on the Android platform. Pilot implementation was held in 3 different countries and the results were reported. In addition, user manuals and questionnaires have been developed for the trainers. The project activities focus on the protection of cognitive health, and the importance of preventive measures against Alzheimer's and dementia was emphasized. The project aims to develop a tablet-based cognitive gaming platform for seniors to use in a group format, contain multiple cognitive strategies and grow more challenging as performance improves. Tablet-based gaming platform developed according to the cognitive training program to cognitive stimulation which aims to increase general cognitive and social function. In this way, senior people attend enjoyable group activities to experience the tablet games about memory, attention, reasoning & planning, processing speed and sequential processing. Target groups are: 1. Senior people who are 55+ years old 2. Senior people with physical disabilities 3. Senior people with permanent health issues (diabetes, mild level dementia etc.) 4. Trainers of senior people There are 3 intellectual outputs to reach the project goals and objectives. These are: IO1. Cognitive skills-based training scheme for seniors IO2. Tablet-based cognitive gaming platform for seniors IO3. Accessible learning platform for trainers The project is based on mobile games development for senior people's cognitive skills development about memory, attention, visual perception, reasoning & planning, procession speed and sequential processing. This is the innovation part of the project because there is not any developed learning content for cognitive skills development of senior people and project partners will focus on learning content creation, learning scheme, mobile games development and online assessment of the senior people's progress and development through mobile games. Project partners are experienced organisations in KA2 Strategic Partnership projects. Partners are education authority, senior e-inclusion association, voluntary based educational association, inclusion and accessibility company, software development company and training provider to senior and disabled people. Partner organisations have experience on: - Adult education - Training content development - ICT and interactive technologies - Creativity skills - Online and mobile learning systems A total of 3 transnational meetings were held in the project, Planned two mobilities and multiplier events could not be realized due to the pandemic situation.

Project partners (6)