Abstract
This article discusses a study which evaluated the effects of an intergenerational service-learning exergaming program for older adults on younger adults’ aging knowledge, expectations, and perceptions. Eighteen college students (ages 19-26 years) served as trainers for an 8-week exergaming physical activity program for older adults (12 contact hours). Questionnaires assessing aging knowledge, ageist attitudes and aging expectations were completed at Weeks 1, 8, and 25 (follow-up); program evaluations were completed at Weeks 8 and 25. Significant improvement from Week 1 to Week 25 was found for: Aging knowledge scores (p
Highlights
The LIFE Program, a service learning intergenerational program designed to be delivered through Extension, uses a reverse intergenerational approach wherein the younger adults took on the role of “mentor” rather than a “mentee.”
Prior to serving as a LIFE Program trainer, all trainers participated in an eight-hour workshop where they were taught myths and facts about aging, learned how to facilitate interactive games, received safety training for older adult physical activity and first aid training, and took part in a Wii® practicum
These results suggest the LIFE Program is effective in increasing the number of positive aging expectations for cognitive function and mental health, and overall general aging expectations held by college students
Summary
Prior to serving as a LIFE Program trainer, all trainers participated in an eight-hour workshop where they were taught myths and facts about aging, learned how to facilitate interactive games, received safety training for older adult physical activity and first aid training, and took part in a Wii® practicum. Trainers facilitated the eight week onsite exergaming program where they had approximately 12 hours of contact time (1.5 hours/week x 8 weeks) with older adults (participants). During this time, trainers established a relationship with participants by their personal interactions during the exergaming sessions and learning more about the participants during the interactive games
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