An Educational Board Game on Aging that Incorporates the 4Ms and Simulates Aging Experiences
Sue Hazelett, Lori Kidd, Michele Gareri, Denise Kropp, Margaret Sanders, Brandi Chrzanowski, Darcia Simpson

TL;DR
An educational board game simulates aging experiences and teaches geriatric concepts using the 4Ms approach, with high participant satisfaction.
Contribution
A novel board game that simulates aging challenges and incorporates the 4Ms framework for geriatrics education.
Findings
Participants rated the game's educational effectiveness as 4.25 out of 5.
The game received high ratings for simulating real-life challenges and incorporating 'what matters most' in aging care.
Participants experienced frustrations of aging, such as financial setbacks and the importance of advance care planning.
Abstract
Innovative approaches to imparting geriatrics knowledge are needed. We will demonstrate a board game developed as part of a HRSA Geriatric Workforce Enhancement Program grant to teach important geriatric issues and simulate common geriatric experiences. The game begins by assigning participants marital status, children, income, health, and chronic conditions by chance. Participants then choose their “life goal” (i.e., either money, family/friends, or health) which guides how they play the game. Progressing through the game simulates real life events and requires decisions that are driven by each player’s goals, aligning with a 4Ms approach to Age Friendly care. We received feedback from n = 13 participants who all expressed high levels of satisfaction with the game. Effectiveness of the game as an educational tool was rated average 4.25 out of 5, how well it simulated real life…
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Taxonomy
TopicsAging and Gerontology Research · Technology Use by Older Adults · Simulation-Based Education in Healthcare
