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  • P-ISSN1738-6764
  • E-ISSN2093-7504
  • KCI

A Study on the Effectiveness of Disaster-Prevention-Design-Based Fall Prevention Education for Older Adults: Focusing on Game-Based Teaching Tools

INTERNATIONAL JOURNAL OF CONTENTS / INTERNATIONAL JOURNAL OF CONTENTS, (P)1738-6764; (E)2093-7504
2026, v.22 no.2, pp.78-88
https://doi.org/10.5392/IJOC.2026.22.2.078
Shihan Sun
Hwangwoo Noh

Abstract

With the advent of aging societies, fall-related injuries among older adults have emerged as a critical public health challenge. Conventional fall prevention education has predominantly relied on traditional, lecture-based approaches, which exhibit limited effectiveness in engaging older adult learners and facilitating knowledge retention. This study developed a card-based, gamified educational tool for fall prevention among older adults, grounded in Atkinson-Shiffrin's Multi-Store Model of Memory, Dual Coding Theory, and Cognitive Load Theory. To evaluate immediate educational efficacy, a between-subjects posttest-only comparative design was employed. An experimental group (A) receiving card-based gamified instruction was compared with a control group (B) receiving traditional lecture-based education. The study included 18 participants aged 65 years and older. Educational outcomes were assessed using a fall prevention knowledge test and the RIMMS-12 scale, an ARCS-based measure of Attention, Relevance, Confidence, and Satisfaction. Results demonstrated that the card-based gamified group achieved significantly higher total RIMMS-12 scores compared to the traditional lecture group (A: 51.44±3.50, B: 38.22±4.43, t=7.02, p<.001). Furthermore, the card-based group significantly outperformed the lecture group across all four RIMMS subscales (attention, relevance, confidence, and satisfaction) and demonstrated superior performance on the knowledge assessment (Welch's t=2.88, p=.0145, Hedges' g=1.29). These results indicate higher immediate posttest motivational and knowledge scores for the gamified approach, rather than definitive overall educational superiority. These findings suggest that interactive, game-based educational approaches may improve immediate learning outcomes among older adults. As this was a small-scale, posttest-only comparative experiment, the findings should be interpreted as preliminary evidence and verified in larger studies with follow-up assessments. This study is expected to contribute to the development of effective safety education content for older adult populations.

keywords
Falls in Older Adults, Fall Prevention Education, Disaster Prevention Design, Cognitive Engagement, Game-based Teaching Tools

INTERNATIONAL JOURNAL OF CONTENTS