Abstract

This study aims to explore the effect of puzzle games on older adults based on the theory of experiential learning. First conducted literature review and expert interview to assess which puzzle games and learning experience are suitable for older adults, and eventually selected a puzzle game called SET. Four levels of thought-experience, reflection, linking, and application-were incorporated into the experiential learning process to simulate the cognitive abilities of older adults as they play and experience the puzzle game. Observations were performed during the game to collect qualitative data. Social network analysis was used to draw cognitive maps, which show the changes in the movements and cognition of older adults as they learned, played, and experienced the puzzle game. The cognitive maps were analyzed and the results revealed that the participants acquired new experiences from playing the game.

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