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SUPERA Online - Sensorial Moove: cognitive stimulation and education for active aging
Djessica Hilton Peixoto1, Kauane Macedo Barbosa1, Gabriela Dos Santos1
1Universidade de São Paulo, Escola de Artes, Ciências e Humanidades, Programa de Gerontologia, São Paulo SP, Brazil.
Abstract:
Education for active aging, combined with technologies and cognitive games, promotes well-being, social engagement and cognitive stimulation in older adults.
Objective:
The aim of this study was to analyze the effects of digital games on cognitive stimulation in older adults, combined with an educational intervention on active aging.
Methods:
A workshop comprising 10 weekly 90-min sessions was run. Data collection was conducted online and involved application of a sociodemographics questionnaire. The protocol included the Cognitive Function Instrument, Geriatric Anxiety Inventory, Geriatric Depression Scale-15, Satisfaction with Life Scale, Social Support Scale of Medical Outcome Study, and Lubben Social Network Scale. Sessions were conducted by two monitors who were Gerontology graduates. A total of 31 older adults took part (mean age=67; standard deviation=6.40 years). Most participants were women (96.77%) and had complete higher educational level (77.42%).
Results:
On the post-test, participants had a mean score for cognitive performance of 416.43 points (scale 0-1,000), most notably for impulsivity control (55.93 points), followed by reaction time (43.93) and decision-taking (41.07). Participants showed a reduction in anxious and depressive symptoms, and improved self-perceived performance in cognitive skills.
Conclusion:
The digital cognitive games platform proved feasible and well accepted, showing potential for expanding self-awareness about aging and promoting cognitive and psychosocial health in older adults.
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