Development and evaluation of cognitive game application for Filipino elderlies: A Design - Based Research
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Abstract
Many types of research exposed those games have been pointed out as training interventions to remediate cognitive decline among elderlies. In this study, the game apps were casual games that covered the cognitive domains: affect attention, executive functioning, memory, language, and visuospatial function. The participants tested the game which is in real-world scenarios with different variables. Various components of the design were refined by the developer using Design-Based Research composed of two cycles. It involves: ((I) Evaluating whether the game environment was accepted with the structure of cognitive training and exploring suggestions for its redesign to improve the usability; and (II) Designing and testing the game app to verify and refine its context and usability. Using Davis's Technology Acceptance Model (TAM) questionnaire, the fifteen elderly participants agreed on its usefulness and ease of use. They showed a positive attitude and intentions toward using it. However, evaluation from the game developers proposed some more enhancements on an interface, interaction, and feedback mechanisms. This study suggests that the game app's efficacy as a cognitive enhancer may be tested on a larger scale and more prolonged period.