「姿勢動作快樂行」─高齡者姿勢桌遊之創新產品
黃慧莉、葉亭妤、楊心慧
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中文摘要 背景:老化帶來的肌肉失衡與姿勢改變,會導致疼痛與增加跌倒風險,威脅中老人的生活品質。不良姿勢可藉由訓練肌群來改善,然而目前欠缺對高齡者的姿勢教育資源,即使訓練影片普及,但缺乏正確知識技能容易有受傷之虞。目的:旨在開發一款以姿勢覺察與動作矯正為核心的桌上遊戲,藉由遊戲化機制提升高齡者對正確姿勢的認識與實踐於日常生活。方法:本遊戲結合姿勢辨識圖卡與肌肉對應動作卡,融入配對、模仿、記憶與押注等遊戲機制。經專家審查調整遊戲內容後,邀請14位年齡介於61至78歲的社區高齡者參與試玩,並蒐集其體驗與學習成效。結果:多數參與者在遊戲後表示有感到心流經驗想跟親朋好友玩,能辨識日常錯誤姿勢,並學會矯正對應動作。遊戲過程中參與者展現高度投入、互動頻繁,且普遍回饋學習方式新穎有趣,顯示具良好接受度與教育潛力。結論:本研究開發之桌遊具有操作與體驗導向特質,能有效提升高齡者姿勢知能與學習動機,未來可擴增本桌遊的內容並取更多樣本進行實證研究,以考驗本款桌遊對認知學習與行為改變之價值。
關鍵字:高齡者、姿勢、桌遊、遊戲化學習
文章建立時間:2025-09-03
引用格式(APA):
黃慧莉、葉亭妤、楊心慧(2025)。 「姿勢動作快樂行」─高齡者姿勢桌遊之創新產品。
福祉科技與服務管理學刊, 13(1), 1-11。
"Healthy Posture, Happy Living" –An Innovative Postural Board Game for Older Adults
Hwang, H.-L., Yeh, T.-Y., Yang, Xin-Hui
English Abstract Background: Older adults often experience postural deterioration and muscular imbalances due to aging, which increases the risk of pain, reduced pulmonary function, and falls. Although core muscle training can improve posture, conventional educational approaches are often difficult for older adults to access or sustain due to complexity or lack of engagement.
Purpose: This study aimed to develop a posture-focused board game to enhance older adults’ awareness of postural alignment and promote corrective movement behavior through interactive, gamified learning.
Methods: The board game integrates posture recognition cards and corresponding muscle movement tasks with engaging game mechanisms such as matching, imitation, memory, and betting. After expert validation, the game was pilot-tested with 14 community-dwelling older adults (aged 61–78) through gameplay sessions and feedback interviews to evaluate its educational value and user experience.
Results: Participants perceived flow and reported improved recognition of poor posture and greater awareness of daily movement habits. The gameplay was associated with high levels of engagement, enjoyment, and peer interaction. Feedback indicated that the game was both novel and accessible, making it an effective educational tool.
Conclusion: This board game offers a physically engaging, experiential, and self-directed learning experience for older adults. It demonstrates strong potential as a health education resource for posture correction and may be integrated into wellness programs or long-term care facilities to support healthy aging. Future research should focus on further developing the game and testing it with larger samples to evaluate its broader applicability as an innovative educational intervention that combines knowledge acquisition with behavior change.Keywords:older adults, posture, board game, Gamified learning, Physical activity intervention