Please use this identifier to cite or link to this item:
http://hdl.handle.net/123456789/3030
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Noraziah ChePa | en_US |
dc.contributor.author | Laura Lim Sie-Yi | en_US |
dc.contributor.author | Rusdi Ishak | en_US |
dc.contributor.author | Yusoff, N | en_US |
dc.date.accessioned | 2022-01-21T12:57:17Z | - |
dc.date.available | 2022-01-21T12:57:17Z | - |
dc.date.issued | 2021-01 | - |
dc.identifier.issn | 0128-309X | - |
dc.identifier.uri | http://hdl.handle.net/123456789/3030 | - |
dc.description | Others | en_US |
dc.description.abstract | The Movement Control Order (MCO) that has been declared by Malaysian government due to COVID-19 pandemic with the intention to avoid the spreading of new infections has restricted many normal activities of people including activities of elderly residing at elderly care centres. Since elderly is susceptible to the virus, tighter restrictions are imposed at the elderly care centres to mitigate the risks. However, this has isolated the elderly from outside world and affected them emotionally (feelings of helplessness, boredom, loneliness, stress, and and depression). To solve this, caretakers at the elderly care centres have opted for alternative activities that can be conducted within the care centres. Subsequently, with a believe that digital game interventions are effective at improving cognition among elderly, a psychotherapy game namely [Neuro]-therapy has been introduced to a group of elderly at Rumah Seri Kenangan Bedong, one of the elderly care centres administered by Department of Social Welfare (JKM). The utilization of the game has become one of the alternatives to elderly in combatting their emotional effects due to the MCO. [Neuro]-therapy game has been utilized for three months during the MCO with combination of self-learning and minimal supervision by the caretakers. Some interesting findings have been discovered and analyzed which indicate the impacts of [Neuro]-therapy game on elderly; task solving skills, IT-literacy, knowledge, tactical skills, and positive attitude as well as bridging digital divide. The interesting and positive findings can be attributed to the integration of digital game and psychotherapy for elderly, particularly those with memory disorder symptoms. | en_US |
dc.description.sponsorship | None | en_US |
dc.language.iso | en | en_US |
dc.publisher | Zes Rokman Resources | en_US |
dc.relation.ispartof | International Journal for Studies on Children, Women, Elderly And Disabled | en_US |
dc.subject | COVID-19 | en_US |
dc.subject | elderly | en_US |
dc.subject | memory disorder | en_US |
dc.subject | Psychotherapy games | en_US |
dc.title | The Impacts Of Utilizing Psychotherapy Games On Elderly During Covid-19 Pandemic | en_US |
dc.type | National | en_US |
dc.description.page | 12-19 | en_US |
dc.volume | 12 | en_US |
dc.description.type | Article | en_US |
item.languageiso639-1 | en | - |
item.grantfulltext | open | - |
item.openairetype | National | - |
item.fulltext | With Fulltext | - |
crisitem.author.dept | Universiti Malaysia Kelantan | - |
crisitem.author.orcid | 0000-0003-2703-2531 | - |
Appears in Collections: | Journal Indexed Era/Google Scholar and Others - FSDK |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
IJCWED12-06.pdf | 451.99 kB | Adobe PDF | View/Open |
Google ScholarTM
Check
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.