Journal of Taiwan Occupational Therapy Research and Practice
半年刊,正常發行
目的:本研究的構想目的,希望藉由桌上遊戲結合職能治療團體方式進行介入,藉以提升思覺失調症患者的注意力、認知,與社交能力。方法:本研究採用立意取樣的方式並達到收案條件選取進行研究的病患,採取單組前後測方式,以 30 位思覺失調症患者接受12 次桌上遊戲為媒介之團體職能治療活動,每次活動過程中皆包含 : 暖身、主活動、回饋、分享、類化與總結,並使用褚氏注意力測驗、洛文斯坦職能治療認知評估,及溝通與互動技巧評估工具進行治療前後評估。結果:本研究結果顯示:思覺失調症病患在介入治療前後的認知 (p < .001)、注意力 (p < .001),及社交溝通技巧表現 (p < .001) 均有達統計學上的提升成效,其中又以社交溝通技巧表現最顯著。結論:桌上遊戲,不僅能夠提供一個有趣的活動,在職能治療師根據團體病患需求與能力調整後,更可以透過遊戲治療,將患者之間互動的門檻降低,並適時教導社交技巧,學習技巧的動機也較高,增加其社交網絡與自信心,對思覺失調症患者在精神復健上有正面的幫助。
Objective: This study aimed to assess their attention, cognition, and social skills of patients with schizophrenia through their participation in tabletop games as part of an
occupational therapy interventions. Methods: Eligible patients were recruited using intentional sampling. A single-group pretest-posttest method was adopted in which 30 patients with
schizophrenia participate in 12 sessions of group occupational therapy activities involving tabletop games. In each session, the participants warm up, engaged in the main activity, gave
their feedback, shared their thoughts, generalization, and summary. A variety of assessment tools as Chu’s Attention Test, the Lowenstein Occupational Therapy Cognitive Assessment--Second Edition, Assessment of Communication and Interaction Skills were used to measure attention, cognition, and social skills at preintervention and postintervention. Results: The
intervention significantly improved cognition (p < .001), attention (p < .001), and social communication skills (p < .001), particularly with respect to communication and interaction.
Conclusion: Tabletop games can be effective when tailored to patients’ needs and abilities; they can be a form of interactive therapy and motivate skill acquisition. Additionally, the
games facilitate social networking, increase the patient’s self-confidence, and offer mental rehabilitation.