Abstract
Background: The use of touchscreen tablets has become common in healthcare. This technology has the potential to be used as a motivational tool for cognitive training. Age-related decline in executive functioning (EF) and dexterity may lead to poor performance using tablet applications (apps), but the impact on performance of app-based puzzles has not been studied. Objectives: (1) To characterize and compare the experience performance of playing tablet apps of older and younger adults, (2) To determine if EF and dexterity contribute to performance of app-based puzzles. Materials and Methods: We performed a cross-sectional study of community-dwelling healthy older (n = 35) and younger adults (n = 34). EF was measured by the Trail Making Test (part B) (TMT-B) and the Weekly Calendar Planning Activity. Dexterity was assessed using the Nine-Hole Peg Test. Participants played three unfamiliar app-based puzzles requiring EF and filled out the short feedback questionnaire. Results: All participants succeeded in playing the apps and reported enjoyment, however, older adults perceived less success and control. Significant differences in EF, dexterity, and performance were found between groups. EF of older adults (TMT-B) accounted for 17.7%-36.8% (P < 0.05) of the total variance of performance. Conclusion: These findings have implications for the use of tablet apps for older adults. Longer instruction and training periods may be required for training EF among older adults.
Original language | English |
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Pages (from-to) | 271-276 |
Number of pages | 6 |
Journal | Games for health journal |
Volume | 7 |
Issue number | 4 |
DOIs | |
State | Published - Aug 2018 |
Keywords
- Cognitive training
- Healthy adults
- Tablet