Admin

Important information for this practicum.

Ethics

We need ethics approval to ensure (minimize at least) that through our data collection we do not cause any risks to study participants, either consciously or unconsciously.

The standardized form needs to be filled in and approved by me before data collection starts.

Read before filling in!

UL Policy on Ethics and Research available on intranet

UL ERP application guidelines available on intranet

Fill in the form (I will share it with you).

Ethics

Download PDF file.

EMPRA congress poster

Presentation is on Wednesday, May 28th between 09:00 - 11:30 in MSH Black Box

Poster must be A0, portrait mode, in English.

Can be created using Power Point, Quarto, or anything else that you are already familiar with.

Final report

A template will be provided on the MOODLE page of the practicum.

Use the template. Not using the provided template will disqualify the final report!

Send me the report in .doc format.

Final report

Choose a deadline from:

  • June 13

  • June 20

Data collection

Participant compensation available.

We will choose in the max. next two meetings whether

  • laboratory study (max. 400€ in total, max. 10€ + 0.50€ per participant)

  • online survey (max. 200€ for vouchers; note the 0.50€ per voucher)

Grades

One grade per group.

Make sure there is an equitable work distribution among you. Please report in due time (anonymously) if you feel that that is not the case.

UL grading scheme will be used: 0 - 20 (20 being excellent).

Final grade will be a weight of the following:

  • Attendance
  • Active participation
  • Theory work
  • Data analysis
  • Poster work
  • Presentation
  • Written report

Meetings

We meet every week. Planned are 90 minutes.

Room TBD.

  • Tuesdays, 09:30 - 11:00, or
  • Thursdays, 9:30 - 11:00.

Flexible in case…

Please let me know in advance if you cannot make it. Send me an E-MAIL.

If overlapping meetings on my side, I will inform you in advance via MOODLE.

Mental health in older people

Health declines with age involving biological, social, and psychological changes

Mental health is a state of individual well-being beyond absence of disorder that is integral to one’s health and promotes stress coping, goal fulfillment, learning and working well, as well as community engagement

Protective factors are meaningful social relations and a sense of belonging

(Mental) health of older people is a global concern

Digital technology

Solution:

  • is cost-effective
  • can address healthcare needs of a wide population because
  • it builds on existent hardware and software

But also:

  • assumes agency, which is problematic in older people
  • poorly designed without community input adds to negative health

Behavior and internal motivation

Individual behavior is informed by value motivational goals

Contrary to old age stereotypes, older people can and are willing to learn something new but they need to know why that is important (resonance with internal motivation)

Societal inclusion and respect to all in the community (universalism)

Societal inclusion and respect to all in the community (universalism)

Comfort and satisfying activities (hedonism)

Comfort and satisfying activities (hedonism)

Ability to think and act as they see fit (self-direction)

Ability to think and act as they see fit (self-direction)

Game-based education for older people

The need for internal motivation and social orientation are addressed in educational game-based approaches by design

Scrabble, a cognitive ability game

Scrabble, a cognitive ability game

Psycho-education through digital games

Cognitive Behavioral Therapy (CBT) sees cognitive and emotional biases as causes to pathology

Group CBT (CBGT) views interactions between group members as the mechanisms of treatment

CBGT uses psycho-education to redefine dissatisfaction and lack of agency concerning mental health into internal motivational goal-setting

How can the digital game playing medium be leveraged to deliver CBGT psycho-education interventions in combating pathology in communities of older people?

Treatment guidelines working with older people

Download PDF file.

Possible research questions

  1. What games do older people like to play?

  2. Do older people prefer certain games depending on value motivational goal preferences?

  3. What do older people need for playing games as part of a community?

  4. Can game playing contribute to combating mental healthcare stigmatization?

Your turn

  1. Research question you are interested in

  2. Aspect about research that most definitely is not your strength

  3. Aspect about research you feel most comfortable about

Thank you!

Contact:

Website: https://adrianstanciu.eu

References

Authier, J. (1977). The psychoeducational model: Definition, contemporary roots and content. Canadian Journal of Counselling and Psychotherapy, 12(1), 15–22.
Baumeister, R. F., & Leary, M. (1995). The need to belong: Desire for interpersonal attachments as a fundamental human motivation. Psychological Bulletin, 117(3), 497–529. https://doi.org/https://psycnet.apa.org/doi/10.1037/0033-2909.117.3.497
Beck, J. S. (2021). Cognitive behavioral therapy: Basics and beyond (3rd ed.). Guildford Press.
Diehr, P. H., Thielke, S. M., Newman, A. B., Hirsch, C., & Tracy, R. (2013). Decline in health for older adults: Five-year change in 13 key measures of standardized health. Journal of Gerontology: MEDICAL SCIENCES, 68(9), 1059–1067. https://doi.org/https://doi.org/10.1093/gerona/glt038
Formosa, M. (2023). Five decades of older adult learning: Achievements and challenges. International Journal of Education and Ageing, 5(3), 91–104.
Löckenhoff, C. E., & Carstensen, L. L. (2004). Socioemotional selectivity theory, aging, and health: The increasingly delicate balance between regulating emotions and making tough decisions. Journal of Personality, 72(6), 1395–1424. https://doi.org/10.1111/j.1467-6494.2004.00301.x
Ma, Q., Chan, H. S., & Teh, P.-L. (2021). Insights into older adults’ technology acceptance through meta-analysis. International Journal of Human-Computer Interaction, 37(11). https://doi.org/10.1080/10447318.2020.1865005
Mace, R. A., Mattos, M. K., & Vranceanu, A.-M. (2022). Older adults can use technology: Why healthcare professionals must overcome ageism in digital health. Transnational Behavioral Medicine, 12(12), 1102–1105. https://doi.org/10.1093/tbm/ibac070
North, M. S., & Fiske, S. T. (2013). Act your (old) age: Prescriptive, ageist biases over succession, consumption, and identity. Personality and Social Psychology Bulletin, 39(6), 720–734. https://doi.org/10.1177/0146167213480043
Schwartz, S. H. (2012). An overview of the schwartz theory of basic values. Online Readings in Culture and Psychology, 2, 1. https://doi.org/10.9707/2307-0919.1116
Smallenbroek, O., Stanciu, A., Arant, R., & Boehnke, K. (2023). Are values stable throughout adulthood? Evidence from two german long-term panel studies. PLoS ONE, 18(11), e0289487. https://doi.org/10.1371/journal.pone.0289487
Stanciu, A., Dominguez-Rodriguez, A., & Westerhof, G. (2024). Multidimensional determinants to adoption, use, and effectiveness of digital technologies for healthy ageing in migrant populations: A scoping review protocol. https://osf.io/q7hfd/
Whitfield, G. (2010). Group cognitive-behavioral therapy for anxiety and depression. Advances in Psychiatric Treatment, 16(3), 219–227. https://doi.org/10.1192/apt.bp.108.005744
World Health Organization. (2022). World mental health report: Transforming mental health for all. World Health Organization. https://iris.who.int/bitstream/handle/10665/356119/9789240049338-eng.pdf?sequence=1