08 Články v časopisoch
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Prehliadanie 08 Články v časopisoch podľa Predmet "adults"
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Položka Enhancing cognitive skills: The impact of logic games on memory and self-efficacy in adults(Gate Association for Teaching and Education : Bazilej, 2026) Doktorová, Dominika; Šolcová, Jana; Tokovská, MiroslavaThis study examined the cognitive benefits of regular logical game play by comparing long-term memory performance and self-efficacy levels between experienced players who regularly play logic games and the general population. The research employed a quantitative approach with N = 60 participants, equally divided into a regular playing group (N = 30), who regularly play logic games and a general population comparison group (N = 30). Data collection involved both a production experiment to assess long-term memory capabilities and standardized self-efficacy measurement using the General Self-Efficacy Scale (GSES). Statistical analysis revealed a significant difference (p = 0.000) favoring the logic game players in terms of long-term memory performance, while no significant differences emerged between groups regarding self-efficacy levels. These findings suggest that incorporating logic games into educational frameworks as play-based learning, or utilizing it as a preventive intervention against cognitive impairment in adults, offers measurable cognitive benefits and supports healthy aging initiatives.Položka Promoting cognitive brain health and sustained attention in adults and older adults through e-games(Association for Social Studies Educators (ASSE) : Ankara, 2024) Tokovská, Miroslava; Doktorová, Dominika; Šolcová, JanaThe ability to learn new skills as an adult, cognitive stimulation in the ageing process, and a cognitively active lifestyle are of interest to experts in education, public health, and social studies. The game Scrabble, with its enjoyable nature, has gained recognition as an educational resource that facilitates the acquisition and preservation of vocabulary, thereby augmenting both practical and cognitive abilities. In this study, a descriptive quantitative research design was implemented to assess attentional capacity using the Bourdon Attention Test, specifically utilizing the BoPr (Prague Square Modification of the CSAT), within the cohort of Scrabble League e-players and the broader general population. With a focus on promoting cognitive brain health, this study presents a comparison of sustained attention levels between these groups. A sample of N = 60 participants (divided into Scrabble e-players who participate in a league [N = 30], and a comparison group of the general population [N = 30]) underwent a study comparing their levels of attention achieved in the Bourdon test. A significant difference (p = 0.050) was found in their attention span, favoring the league e-players. The results suggest that Scrabble e-games can potentially improve the cognitive well-being and attention of adults and older individuals. However, further investigation is necessary to understand their capabilities fully. Utilizing Scrabble in the realms of adult education, gerontology, and medical practice could be beneficial for enhancing cognitive brain health.