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논문 기본 정보

자료유형
학술저널
저자정보
정은지 (국민대학교) 복정욱 (국민대학교) 임진호 (국민대학교)
저널정보
대한인간공학회 대한인간공학회지 대한인간공학회지 제43권 제3호
발행연도
2024.6
수록면
245 - 256 (12page)
DOI
10.5143/JESK.2024.43.3.245

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초록· 키워드

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Objective: The purpose of this study is to evaluate whether four-way stepping gamification is appropriate as an elderly-friendly fall prevention exercise program by qualitatively and quantitatively evaluating its impact of four-way stepping gamification on improving the walking ability of the elderly.
Background: As Korea"s aging population progresses rapidly, the fall accident rate among the elderly is also increasing. The cause of falls is gait deterioration due to decreased balance and lower limb strength, which can be improved through regular strength exercise and gait training. Therefore, to prevent falls, research is needed on elderly-friendly exercise programs that motivate people to exercise autonomously. This study proposes a walking-oriented four-way stepping game that uses gamification elements to increase immersion and promote continuous exercise in older adults.
Method: In this study, the walking ability of the elderly was evaluated through a walking ability evaluation before the experiment, the appropriate stride length was measured, and then a four-way stepping game was played using the produced prototype. The improvement in stride length, walking speed, TUG performance time, and game performance time before and after the game was quantitatively measured for 12 elderly people (average age 77), and the usefulness and satisfaction with the stepping game were qualitatively evaluated through a questionnaire.
Results: As a result of the experiment, as the stepping distance was increased compared to the appropriate individual stride length, the stride length and walking speed of the elderly increased statistically significantly, and the TUG execution time tended to decrease, although it was not statistically significant. Additionally, as the number of experimental rounds increased, the game execution time statistically significantly decreased until the third round and gradually decreased after the fourth round. Additionally, measuring the usefulness and satisfaction of the game through a survey, it showed high scores in operability and motivation. As a result, it was found that not only the subjects" walking ability and cognitive ability ware improved through the stepping game.
Conclusion: This study found that four-way stepping gamification brought about significant changes in improving the walking ability of the elderly. Stepping exercise programs using gamification elements affect the immersion and motivation of the elderly, and the results of this study can be effectively applied when creating a fall prevention exercise program that promotes autonomous exercise in elderly people.

목차

1. Introduction
2. Literature Review
3. Method
4. Results
5. Discussion and Conclusion
References

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