郭書馨KUO,SHU-HSIN吳鈺綪WU,YU-CHINGWU醫學社會暨社會工作學系碩士班2026-10-052028-01-0120252025-07-10https://handle.ncl.edu.tw/11296/42a3v4https://scholars.csmu.edu.tw/handle/123456789/20601臺灣自2018年邁入高齡社會,如何健康老化成為重要課題,而健康識能是個人蒐集、理解、評估和應用健康資訊的知識、動機和能力,使個人能夠在日常生活中針對醫療保健、疾病預防和健康促進等各方面做出明智的判斷和決策,從而維持或改善他們的生活品質;桌上遊戲具有問題解決、動腦思考和人際互動等特性,適合用於促進高齡者的認知功能與社會互動,亦成為社區據點新興媒材。本研究的目的為:(1)瞭解社區據點高齡者之健康識能需求及桌遊偏好類型;(2)設計符合高齡者健康識能需求與桌遊偏好之健康識能桌遊;(3)評估健康識能桌遊介入對高齡者健康識能及健康促進生活型態之影響。研究採準實驗研究設計分為實驗組與對照組,共招募27名高齡者,其中實驗組15名、對照組12名,於第一次與第八次介入時進行量化研究前後測,並針對實驗組中願意分享之高齡者進行後續訪談,共4位。研究結果顯示,共進行八次的「健康長青樂」桌上遊戲介入能有效提升高齡者健康識能四項核心能力,尤以「理解」與「評估」能力進步最為顯著,然而在短期介入下,雖健康識能有所提升,但健康促進生活型態尚未達顯著,顯示知識內化為行為仍需更長期的累積與生活支持。根據研究結果,實務上建議社區據點桌遊活動帶領人應具備高齡教育與健康知識,以強化學習成效並提升高齡者之健康行為改變與生活品質;針對社區據點,則建議課程設計宜採分段式進行,循序漸進地幫助高齡者熟悉遊戲規則;未來建議可延長介入週期與樣本多元化,以提升研究結果之代表性;同時,建議高齡者以積極開放的態度主動學習與分享,並將所學應用於日常生活中。Since Taiwan became an aged society in 2018, healthy aging has emerged as an important issue. Health literacy refers to an individual’s knowledge, motivation, and ability to access, understand, evaluate, and apply health information, enabling them to make informed decisions and judgments in everyday life regarding medical care, disease prevention, and health promotion, thereby maintaining or improving their quality of life. Board games, which involve problem-solving, cognitive engagement, and social interaction, are well-suited to enhancing cognitive functions and social engagement among older adults, making them an emerging medium in community-based settings. The purposes of this study are to:(1) understand the health literacy needs and board game preferences of older adults at community care stations.(2) design a health literacy board game that aligns with older adults’ needs and preferences.(3) evaluate the effects of the board game intervention on older adults’ health literacy and health-promoting lifestyle.This study adopted a quasi-experimental design(n=27), dividing participants into an experimental group (n=15) and a control group (n=12). Quantitative pre- and post-tests were conducted during the first and eighth sessions of the intervention. Additionally, follow-up interviews were conducted with a subset of participants from the experimental group (n=4) who were willing to share their experiences. The results showed that the eight-session intervention using the "Healthy Evergreen Fun" board game effectively improved the four core competencies of health literacy among older adults, with the most significant progress observed in the areas of "understanding" and "evaluation." However, although improvements in health literacy were evident after the short-term intervention, changes in health-promoting lifestyle did not reach statistical significance, indicating that the internalization of knowledge into behavior requires longer-term accumulation and ongoing support in daily life. Based on the findings, it is recommended in practice that facilitators of board game activities at community care stations should possess both education for older adults and health-related knowledge to enhance learning outcomes and support behavior change and quality of life among older adults. For community sites, curriculum design should be delivered in a step-by-step manner, gradually helping older adults become familiar with the game rules. Future research is advised to extend the intervention period and include more diverse samples to increase the representativeness of the findings. Moreover, older adults are encouraged to adopt a proactive and open attitude toward learning and sharing, and to apply what they have learned in their daily lives.社區高齡者健康識能健康促進生活型態桌上遊戲community-dwelling older adultshealth literacyhealth-promoting lifestylestabletop game桌上遊戲對社區高齡者健康識能與健康促進生活型態影響之研究thesis