An interventional study of Robot-Assisted Tabletop Game Program in Healthy Aging, Cognitive Function 1, Social and Physical Function in Older Adults, sponsored by Chang Gung University of Science and Technology. Completed at 1 site in Taiwan. Open to participants aged 65 Years and older, including healthy volunteers. Per ClinicalTrials.gov, last updated 2026-10-30.
Sponsored by Chang Gung University of Science and Technology · Not applicable, Interventional, and Prevention
This study evaluated a 12-week robot-assisted tabletop game program for community-dwelling older adults in Taiwan. Participants attended one 100-minute group session per week for 12 weeks. The program combined cognitively stimulating tabletop games with guidance from an interactive robot. The robot provided verbal instructions, task prompts, feedback, and turn-taking guidance during the activities. The tabletop games included activities related to orientation, attention, calculation, memory, language, comprehension, and visuospatial abilities.
The study used a single-group pre-post design. Participants were assessed before the program and immediately after the 12-week intervention. The study evaluated changes in physical performance, cognitive function, psychological well-being, activities of daily living, depressive symptoms, and frailty. The study was conducted at four community-based long-term care stations in New Taipei City, Taiwan.
This was a multisite, single-group pre-post quasi-experimental study conducted at four community-based Tier C long-term care stations in New Taipei City, Taiwan. The study aimed to evaluate changes in physical function, cognitive performance, psychological well-being, frailty status, and daily functioning following a 12-week robot-assisted cognitive tabletop game program among community-dwelling older adults.
Eligible participants were adults aged 65 years or older who participated in community-based health-promotion activities, were able to ambulate independently, communicate adequately, complete the study assessments, and provide written informed consent.
Participants attended one 100-minute group session per week for 12 consecutive weeks. The intervention incorporated Le-Zhi AI tabletop game materials and an interactive robot platform. The tabletop game activities were designed to stimulate multiple cognitive domains, including orientation, attention and calculation, memory, language, verbal comprehension and response, and constructional and visuospatial abilities. Reminiscence and self-efficacy components were also incorporated to encourage participation and task completion.
During each session, the interactive robot served as a structured activity facilitator by providing verbal instructions, task-related prompts, immediate feedback, and turn-taking guidance. The robot was used to support the tabletop game activities and participant engagement while maintaining face-to-face interaction among group members.
Outcome measures were administered at baseline and immediately after completion of the 12-week intervention. Assessments included the Short Physical Performance Battery (SPPB), Barthel Index for activities of daily living (ADL), instrumental activities of daily living (IADL), Mini-Mental State Examination (MMSE), Montreal Cognitive Assessment (MoCA), Geriatric Depression Scale-Short Form (GDS-SF), a well-being scale for older adults, and the Study of Osteoporotic Fractures (SOF) frailty index. The primary analyses examined within-participant changes from baseline to the end of the 12-week intervention.
Chang Gung University of Science and Technology is the lead sponsor of 43 studies on the registry; 15 are open to participants now.
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Informed consent
Before you join, the study team explains what taking part involves — its purpose, what happens, the risks and possible benefits — and answers your questions, so you can decide freely. Consent is usually recorded on a form (the informed consent form, ICF) signed by you or, where the law allows, by someone legally authorised to decide for you.
You can keep asking questions during the study, you are told of new information that matters, and you can choose to leave at any time.
Explained by clinicaltrials.gg, not part of the registry record. The study team decides who can take part.
Participants received a 12-week robot-assisted tabletop game program consisting of one 100-minute group session per week. The program combined cognitively stimulating tabletop game activities with guidance from an interactive robot.
Behavioral: Robot-Assisted Tabletop Game Program
Participants attended one 100-minute group session per week for 12 consecutive weeks. The intervention combined cognitively stimulating tabletop game activities with an interactive robot. The tabletop games included activities targeting orientation, attention and calculation, memory, language, verbal comprehension and response, and constructional and visuospatial abilities. Reminiscence and self-efficacy components were also incorporated. During each session, the interactive robot provided verbal instructions, task-related prompts, immediate feedback, and turn-taking guidance to support participation and engagement.
Change in Physical Performance Assessed by the Short Physical Performance Battery (SPPB)
Physical performance was assessed using the Short Physical Performance Battery (SPPB), which includes standing balance, gait speed, and repeated chair-rise tasks. Total scores range from 0 to 12, with higher scores indicating better physical performance. Change was assessed from baseline to the end of the 12-week intervention.
Time frame: Baseline and immediately after the 12-week intervention
Change in Cognitive Function Assessed by the Montreal Cognitive Assessment (MoCA)
Cognitive function was assessed using the Montreal Cognitive Assessment (MoCA), which evaluates executive and visuospatial function, naming, attention, language, abstraction, memory, and orientation. Total scores range from 0 to 30, with higher scores indicating better cognitive performance. Change was assessed from baseline to the end of the 12-week intervention.
Time frame: Baseline and immediately after the 12-week intervention
Change in Subjective Well-Being Assessed by the Well-Being Scale
Subjective well-being was assessed using the 14-item Well-Being Scale for older adults in Taiwan. The scale includes life-satisfaction and positive-affect dimensions and uses a four-point Likert response format. Higher total scores indicate greater subjective well-being. Change was assessed from baseline to the end of the 12-week intervention.
Time frame: Baseline and immediately after the 12-week intervention
ADL
Change in Activities of Daily Living Assessed by the Barthel Index
Time frame: Baseline and immediately after the 12-week intervention
IADL
Change in Instrumental Activities of Daily Living (IADL)
Time frame: Baseline and immediately after the 12-week intervention
MMSE
Change in Global Cognitive Function Assessed by the Mini-Mental State Examination (MMSE)
Time frame: Baseline and immediately after the 12-week intervention
GDS-SF
Change in Depressive Symptoms Assessed by the Geriatric Depression Scale-Short Form (GDS-SF)
Time frame: Baseline and immediately after the 12-week intervention
SOF
Change in Frailty Status Assessed by the Study of Osteoporotic Fractures (SOF) Frailty Index
Time frame: Baseline and immediately after the 12-week intervention
Plan to share: No — Consider briefly explaining why IPD will not or might not be shared.
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Ran from Dec 2024 to primary completion in Apr 2025, 4 months.
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This study is completed, as verified in Oct 2026. You cannot join it, but the record below documents what was studied.
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Chang Gung University of Science and Technology