None listed
Conditions
Brief summary
Cognitive impairments and disorders are increasing among the older adults (e.g., Dementia, MCI). An ancient Indian board game, ‘Dayakattai’ will be used as cognitive stimulation (DaCST) among older adults with and without cognitive disorders. By taking part in this game, it will not only allow them to re-collect but to re-live their childhood memories by playing their childhood game, in which, no studies with regards to cognitive stimulation has done. The main research question: Does a cultural-based cognitive stimulation technique effects quality of life, cognition, mood, self-esteem and social interaction among older adults with and without cognitive disorders living in aged care facility? Main objective The overarching objective of the current study is to investigate the effectiveness of cultural-based cognitive stimulation technique among Indian older adults with and without cognitive disorders living in aged care facility. Specific Objectives for Quantitative Study Study 1 To investigate the feasibility of ‘Dayakattai’ board game (DaCST) among Indian older adults with MCI and dementia in the treatment and usual care group. Study 2 To determine the gender differences in DaCST among healthy Indian older adults and older adults with MCI and dementia in the treatment and usual care group. Specific Objective for Qualitative Study To explore the experiences of the healthy Indian older adults and older adults with MCI and dementia in playing the ‘Dayakattai’ game. Hypothesis for Quantitative Study Study 1 The DaCST intervention will be acceptable and practical among Indian older adults with MCI and dementia in the treatment group. Study 2 Female Indian older adults in the treatment group will show better improvement in quality of life, cognition, mood, self-esteem and social interaction with DaCST. Hypothesis for Qualitative Study Study 1 & 2 Indian older adults with and without cognitive disorders will show positive experience being part of the DaCST program.
Interventions
1. BRIEF NAME: Dayakattai Cognitive Stimulation Technique (DaCST). 2. WHY: It was found that some of the major challenges endured by older adults with and without cognitive disorders include poor quality of life, cognitive deterioration and low mood which may negatively affect their overall psychological well-being as an individual. Moreover, researches have shown that older adults in aged care facilities experience more detrimental effects in the areas stated. In order to improve this poor psychosocial condition, the present research will be using the Indian board game ‘Dayakattai’ as a cultural-based Cognitive Stimulation Technique (DaCST). 3. WHAT: Materials (Dayakattai board game made from washable cotton, 24 pieces of pawns/coins made from wood, 2 pieces of cuboid shaped dice made from wood). 4. Procedures: - All players start with six chips at a 'home' in the center of the board. They each take turns rolling the ‘Daayam’, a pair of dice that are shaped like long cuboids. They are typically made of wood and have dots punched onto the long faces (1, 2, 3, 0). - When a player rolls the ‘Daayam’ (0 on one dice, 1 on the other), they get to move one of their pieces one space out of their home and roll again and they advance their piece by the number indicated by the dice. - For all the pieces to move out of the home, ‘Daayam’ has to be rolled out till all pieces are out. Pieces advance along with the board by initially moving down their owner's leg of the board, and then in a clockwise direction. - When a player rolls a one, five, six, or twelve (two 0s), they get to roll again. The numbers rolled can be distributed among the player's pieces (e.g. A player rolls 5, 12, 2. They can move one piece by twelve, move another by 5, and then move one more by 2). - Pieces can 'cut' other pieces by landing on the same spot that they are in. A 'cut' piece is sent all the way back to the home. However, while on one of the safe zones on the board (marked by an X), a piece cannot be cut. - After completing one lap, a piece starts to move up the outer edge of the right side of its owner's leg of the game board. It stays on the corners instead of the spaces. - The piece then needs to move the exact number of spaces to get to the center of the board. - While at the corner of the home, a piece can be cut by another piece getting to the corner of its home. - Players win by getting all of their pieces to the center of the board. 5. WHO PROVIDED: The researcher will be the moderator/facilitator of DaCST. She is a certified Clinical Psychologist who has the knowledge, skills and experience in dealing with conflict management for 5 years. The moderator/facilitator is required to acquire skills such as being person-centered and flexible. Other responsibilities of a moderator/facilitator include guiding the participants in terms of who’s turn is it to roll the dice, show cue cards on the numbers that would allow players to move their pawn into the board. Overall, a moderator/facilitator is responsible to enhance individual and group dynamic while ensuring the players follow the rule of the games. Moderator/facilitator are also responsible to engage and facilitate group interaction while playing the game. Lastly, it is crucial for moderator/facilitator to maintain a safe, fun and optimal environment. 6. HOW: Mode of delivery (The DaCST is played face-to-face in a group with a minimum of two players and a maximum of four players at a time). 7. WHERE: Nursing homes/aged care facilities in West Malaysia (Negeri Sembilan, Kuala Lumpur and Selangor). 8. WHEN and HOW MUCH: DaCST will be conducted once/week, for 8 consecutive weeks. Each session will be conducted for 30-45 minutes. 9. TAILORING: i) The game has no facilitator/moderator by its own. However, the researcher will be playing the role of the facilitator/moderator to assist the participants and to maintain a safe, fun and optimal environment. ii) Cue cards with numbers will be shown to aid participants. iii) The adherence strategy will be used for this study is by monitoring attendance for every session intervention conducted. A special attendance form will be used to monitor and record keeping. Fun and motivation also part of promoting adherence to the DaCST activity. participant lists for each session 10. MODIFICATIONS: N/A HOW WELL 11. Planned: N/A 12. Actual: N/A
Sponsors
Study design
Eligibility
Inclusion criteria
Indian participants between the ages of 60-89 years old with prior experience playing the ‘Dayakattai’ game during their childhood days will be recruited for this study. The study population will be divided into two main groups, whereby participants with cognitive disorders will comprise of MCI and mild to moderate dementia population whereas without cognitive disorders group will include healthy older adults. Participants in Group 1 must fulfill the diagnosis of mild to moderate dementia. Participants in Group 2 must fulfil the diagnosis of MCI. Study 1 and Study 2 participants are also required to fulfil the diagnosis criteria based on DSM-5 for MCI and dementia respectively (APA 2013). As for participants in Group 3, all the older adults must be healthy individuals. All the participants must be from aged care facility. Furthermore, participants are required to be within the age range of 60-89. In terms of language proficiency, each participant is required to have sufficient command of Malay or English. In addition, sufficient insight to be able to complete questionnaires and interview are also and important requirement.
Exclusion criteria
Participants with severe sensory impairments such as poor/uncorrected vision/hearing will be excluded. In addition, participants with high level of psychomotor agitation: e.g., pacing, tremors, hand wringing/fidgeting will be excluded as well. Participants from the MCI and dementia groups who have mental disorder comorbidities will not be included in this study.