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Abstract(s)
Introdução: A prevalência de défice cognitivo ligeiro e demência tem vindo a aumentar com implicações profundas na qualidade de vida dos séniores e desafios significativos nos cuidados de saúde. A heterogeneidade de patologias, a falta de recursos personalizáveis e disponíveis, bem como a escassez de profissionais de saúde, são comuns nas estruturas de apoio à pessoa idosa. Este estudo pretende avaliar a viabilidade de usar uma plataforma de realidade virtual aumentada (PEPE) com quatro videojogos cognitivos (exercogs) nas estruturas de apoio à pessoa idosa (outcome principal) e, secundariamente, explorar os potenciais efeitos multidimensionais desta tecnologia junto dos idosos com e sem alterações cognitivas. Metodologia: A amostra foi composta por 12 profissionais de saúde e 60 séniores que frequentam estruturas de apoio geriátrico. Para avaliar o outcome principal (estudo da aplicabilidade) aplicaram-se medidas de adesão, usabilidade e satisfação junto dos séniores e dos profissionais de saúde. Os séniores foram distribuídos pelo grupo experimental (N=30) e o grupo controlo (N=30). O primeiro grupo foi submetido à intervenção com o PEPE enquanto o segundo não foi alvo de intervenção. Para explorar os possíveis efeitos desta tecnologia avaliaram-se distintas dimensões (cognição, humor, solidão e qualidade de vida) no pré e pós-teste. Resultados: Observaram-se níveis elevados de aceitação e facilidade de uso da tecnologia por parte dos séniores e dos profissionais de saúde. Os resultados revelaram uma adesão significativa dos séniores à intervenção (91,68%) e um marcado interesse para dar continuidade à utilização desta ferramenta no futuro. Adicionalmente, após a intervenção com o PEPE, constataram-se melhorias estatisticamente significativas, no grupo experimental, em todas as dimensões avaliadas. Conclusão: Os resultados preliminares da aplicação dos exercogs na paltaforma PEPE destacam o vasto potencial desta tecnologia como uma ferramenta útil e complementar nas abordagens dos profissionais de saúde junto dos idosos que frequentam estruturas de apoio geriátrico.
Introduction: The prevalence of mild cognitive impairment (MCI) and dementia is rapidly increasing worldwide. This has profound implications on older populations quality of life and poses significant challenges to the healthcare system. The heterogeneity of pathologies, the lack of customizable and available resources, and the scarcity of healthcare professionals have been a recurring situation in aged care facilities. In this context, we aim to assess the feasibility of using an augmented virtual reality platform (PEPE) with four cognitive video games (exercogs) in aged care centers (main outcome). Secondly, we aim to explore the multidimensional effects of this technology on seniors with and without cognitive changes. Methodology: The sample consisted of 12 healthcare professionals and 60 seniors attending aged care centers. To address the main outcome (feasibility study), adherence, usability, and satisfaction measures were applied to both seniors and healthcare professionals. Seniors were divided into the experimental group (N=30) and the control group (N=30). The experimental group underwent intervention with PEPE for 8 weeks, while the control group remained without any interventions. To explore the potential effects of this technology, various dimensions (cognition, mood, loneliness, and quality of life) were assessed at two different times - pre and post-test. Results: High levels of acceptance and ease of use of the technology were observed among seniors and healthcare professionals. Results revealed a notable adherence rate to the intervention (91.68% on average across the sessions) and a marked interest in continuing to use this tool in the future. Additionally, after the technology intervention, statistically significant improvements were observed in the experimental group across all dimensions evaluated. Conclusion: The preliminary results of the application of exercogs on the PEPE platform highlighted the significant promise of this technology as a valuable and complementary tool to the methods healthcare professionals currently employ when assisting seniors in aged care centers.
Introduction: The prevalence of mild cognitive impairment (MCI) and dementia is rapidly increasing worldwide. This has profound implications on older populations quality of life and poses significant challenges to the healthcare system. The heterogeneity of pathologies, the lack of customizable and available resources, and the scarcity of healthcare professionals have been a recurring situation in aged care facilities. In this context, we aim to assess the feasibility of using an augmented virtual reality platform (PEPE) with four cognitive video games (exercogs) in aged care centers (main outcome). Secondly, we aim to explore the multidimensional effects of this technology on seniors with and without cognitive changes. Methodology: The sample consisted of 12 healthcare professionals and 60 seniors attending aged care centers. To address the main outcome (feasibility study), adherence, usability, and satisfaction measures were applied to both seniors and healthcare professionals. Seniors were divided into the experimental group (N=30) and the control group (N=30). The experimental group underwent intervention with PEPE for 8 weeks, while the control group remained without any interventions. To explore the potential effects of this technology, various dimensions (cognition, mood, loneliness, and quality of life) were assessed at two different times - pre and post-test. Results: High levels of acceptance and ease of use of the technology were observed among seniors and healthcare professionals. Results revealed a notable adherence rate to the intervention (91.68% on average across the sessions) and a marked interest in continuing to use this tool in the future. Additionally, after the technology intervention, statistically significant improvements were observed in the experimental group across all dimensions evaluated. Conclusion: The preliminary results of the application of exercogs on the PEPE platform highlighted the significant promise of this technology as a valuable and complementary tool to the methods healthcare professionals currently employ when assisting seniors in aged care centers.
Description
Keywords
Exercogs Séniores Estimulação cognitiva Aplicabilidade Seniors Cognitive stimulation Feasibility
