Healthy AgingNCT07907003
Robot-Assisted Tabletop Games for Community-Dwelling Older Adults
A study testing Robot-Assisted Tabletop Game Program in people with Healthy Aging and Cognitive Function 1, Social, run by Chang Gung University of Science and Technology at 1 site in Taiwan.
Trial summary
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. Read more about this study
- Who is it for?
- Ages 65 years and olderHealthy volunteers can take part
- Conditions the study is for
- Healthy Aging, Cognitive Function 1, Social, Physical Function in Older Adults
- What is being tested?
- Robot-Assisted Tabletop Game Program
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 93 participants
- Where
- 1 siteTaiwan
- Study dates
- 17 Dec 2024to 30 Apr 2025
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 65 years and older
- All sexes
- Healthy volunteers accepted
- Older adult
Who may be able to join
- Aged 65 years or older.
- Participated in community-based health-promotion activities.
- Able to ambulate independently.
- Able to communicate adequately and complete the study assessments.
- Able and willing to provide written informed consent.
Who cannot join
- Unable to complete the required physical-function assessments.
- Unable to complete the required questionnaire-based assessments.
Trial locations and contacts
1 site in 1 country.
Taiwan1 site
Chang Gung University of Science and Technology
Taoyuan, Guishan District, 33303
About this study
Official title: Exploring the Effectiveness of Intelligent Robotics Tabletop Game and Smart Healthcare Management Applications for the Elderly in Community-Based
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.
Read the detailed description
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.
- Being tested
- Robot-Assisted Tabletop Game Program
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Robot-Assisted Tabletop Game ProgramBehavioural
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.
| Study group | Role | What they receive |
|---|---|---|
| Robot-Assisted Tabletop Game Program | Experimental | 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. Receives: Behavioral: Robot-Assisted Tabletop Game Program |
What is being measured
The primary outcome is the main question the study is designed to answer.
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.
Measured: 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.
Measured: 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.
Measured: Baseline and immediately after the 12-week intervention
Secondary outcomes (5)
ADL
Change in Activities of Daily Living Assessed by the Barthel Index
Measured: Baseline and immediately after the 12-week intervention
IADL
Change in Instrumental Activities of Daily Living (IADL)
Measured: Baseline and immediately after the 12-week intervention
MMSE
Change in Global Cognitive Function Assessed by the Mini-Mental State Examination (MMSE)
Measured: Baseline and immediately after the 12-week intervention
GDS-SF
Change in Depressive Symptoms Assessed by the Geriatric Depression Scale-Short Form (GDS-SF)
Measured: Baseline and immediately after the 12-week intervention
SOF
Change in Frailty Status Assessed by the Study of Osteoporotic Fractures (SOF) Frailty Index
Measured: Baseline and immediately after the 12-week intervention
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted30 Oct 2026
- Study start17 Dec 2024
- Primary completion30 Apr 2025
- Study completion30 Apr 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Healthy AgingStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Prevention
- Allocation
- Not applicable
- Intervention model
- Single group
- Model description
- All participants were assigned to a single intervention group and received a 12-week robot-assisted tabletop game program. Outcomes were assessed at baseline and immediately after completion of the 12-week intervention. No control or comparison group was included.
- Masking
- None (open label)
- Enrolment
- 93 participants (actual)
Sponsor and investigators
- Lead sponsor
- Chang Gung University of Science and Technology
- Sponsor type
- University, hospital or other
- Responsible party
- Sponsor
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07907003
- Sponsor's protocol ID
- N202410054
- Other IDs
- A113HCP-23, N202410054
- Status last verified
- Oct 2026
- First submitted
- 26 Oct 2026
- Last updated
- 30 Oct 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No: Consider briefly explaining why IPD will not or might not be shared.
Study at a glance
From the registry record, last updated by the sponsor on 30 Oct 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Exploring the Effectiveness of Intelligent Robotics Tabletop Game and Smart Healthcare Management Applications for the Elderly in Community-Based
- ClinicalTrials.gov ID
- NCT07907003
- Acronym / sponsor ID
- N202410054
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 93 participants (actual)
- Lead sponsor
- Chang Gung University of Science and TechnologyUniversity, hospital or other
- Study start
- 17 Dec 2024 (actual)
- Primary completion
- 30 Apr 2025 (actual)
- Study completion
- 30 Apr 2025 (actual)
- First posted
- 30 Oct 2026 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
Detailed description
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.
Study design
- Primary purpose
- Prevention
- Allocation
- Not applicable
- Intervention model
- Single group
- Masking
- None (open label)
- Number of arms
- 1
- Model description
- All participants were assigned to a single intervention group and received a 12-week robot-assisted tabletop game program. Outcomes were assessed at baseline and immediately after completion of the 12-week intervention. No control or comparison group was included.
| Arm | Type | Receives |
|---|---|---|
| Robot-Assisted Tabletop Game Program | Experimental | Behavioral: Robot-Assisted Tabletop Game ProgramParticipants 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. |
Who may qualify
- Ages
- 65 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Older adult
Key inclusion criteria (5 listed)
- Aged 65 years or older.
- Participated in community-based health-promotion activities.
- Able to ambulate independently.
- Able to communicate adequately and complete the study assessments.
- Able and willing to provide written informed consent.
Key exclusion criteria (2 listed)
- Unable to complete the required physical-function assessments.
- Unable to complete the required questionnaire-based assessments.
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Robot-Assisted Tabletop Game ProgramParticipants 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. | Behavioural | Robot-Assisted Tabletop Game Program |
Primary outcome
Change in Physical Performance Assessed by the Short Physical Performance Battery (SPPB)
Time frame: Baseline and immediately after the 12-week intervention
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.
Change in Cognitive Function Assessed by the Montreal Cognitive Assessment (MoCA)
Time frame: Baseline and immediately after the 12-week intervention
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.
Change in Subjective Well-Being Assessed by the Well-Being Scale
Time frame: Baseline and immediately after the 12-week intervention
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.
5 secondary outcomes
ADL
Time frame: Baseline and immediately after the 12-week intervention
IADL
Time frame: Baseline and immediately after the 12-week intervention
MMSE
Time frame: Baseline and immediately after the 12-week intervention
GDS-SF
Time frame: Baseline and immediately after the 12-week intervention
SOF
Time frame: Baseline and immediately after the 12-week intervention
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 30 Oct 2026.
- Individual participant dataSharing planned: No. Consider briefly explaining why IPD will not or might not be shared.
Related trials for Healthy Aging
Recruiting
Effects of Breathing Exercises on Cognition in Older Adults
Older Adults (65 Years and Older), Cognition
Not yet recruiting
Eccentric Exercise in Community-dwelling Older Adults
Ageing Well
Not yet recruiting
OPTIMAL Motor Learning in Table Tennis: A fNIRS Study
Motor Learning, Aging
Not yet recruiting
Fecal Microbiota Transplantation (FMT) to Slow Biological Aging
Aging, Healthy, Aging and Cognitive Health
RecruitingObservational study
China HEalthy Aging and Dementia Study (HEAD)
Alzheimer Disease (AD), Mild Cognitive Impairment (MCI)
Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Robot-Assisted Tabletop Game Program in people with Healthy Aging and Cognitive Function 1, Social, run by Chang Gung University of Science and Technology at 1 site in Taiwan.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 5 inclusion and 2 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 30 Oct 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Taiwan. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Change in Physical Performance Assessed by the Short Physical Performance Battery (SPPB) (time frame: Baseline and immediately after the 12-week intervention). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 30 Oct 2026.