Navigation platform for promoting brain health of old people based on gamification design
By designing a gamified-based brain health promotion navigation platform for the elderly around the six pillars, the problem of existing tools not being effectively connected in the screening, evaluation and training intervention links is solved, and personalized brain health promotion is achieved, which is suitable for use by the elderly in our country.
Patent Information
- Application Number
- CN202510010102.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-03
- Publication Date
- 2025-05-06
AI Technical Summary
The existing brain health tools based on gamification design have not been effectively connected in the screening, evaluation and training interventions, and the evaluation results have failed to guide training interventions, making it difficult to achieve personalization, and some tools have cultural and linguistic differences, making it difficult to be suitable for use by the elderly in our country.
A gamified design-based navigation platform for the elderly is designed to promote brain health. It focuses on the six pillars that affect brain health, including the login module, the brain power assessment module, the brain training module, the brain power small classroom module, the grade settlement module, the brain power community module and the navigation module. Through gamified design methods, brain health assessment, training and popular science learning are carried out to achieve personalized navigation.
Through this platform, the elderly can conduct personalized brain health assessment, training and popular science learning, improve the level of brain health knowledge, promote healthy behaviors, and reduce brain health risks, which is suitable for the cultural and language background of the elderly in our country.
Smart Images

Figure CN119943381A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of brain health promotion navigation platforms, and in particular to a brain health promotion navigation platform for the elderly based on gamification design. Background Art
[0002] Brain health refers to having age-appropriate integrative, mental and cognitive functions, without overt brain diseases that affect normal brain functions. However, with the acceleration of the aging of the population, the risk of age-related neurodegenerative diseases and cerebrovascular diseases continues to increase, seriously affecting the brain health of the elderly. Based on this, experts pointed out that the time window for brain health intervention should be pre-positioned based on the four-level prevention of chronic diseases, and brain health should be promoted based on the six pillars that affect brain health, namely, physical exercise, cognitive training, dietary nutrition, social activities, sleep and stress management, and control of vascular risk factors. However, at present, special education on brain health for the elderly is being carried out in communities in my country, and the public generally lacks an in-depth understanding of brain health, and professionals are needed to provide health promotion navigation.
[0003] With the development of digital technology, smart platforms with specialized health knowledge as databases may be used as digital navigation to provide individuals with specific health knowledge and promote individual health behaviors. When developing digital platforms, adding gamification design can improve user compliance and thus improve health promotion effects. At present, digital platforms for brain health developed by scholars at home and abroad have added gamification design elements. However, the screening, evaluation, and training intervention links of brain health tools based on gamification design have not been effectively connected, and the evaluation results have not played a guiding role in training intervention, making it difficult to achieve personalization; some finished products designed by foreign countries have cultural and language differences, are difficult to use, and are not suitable for the elderly in my country; some studies only stay at the design level and lack application effect verification. Therefore, we proposed a navigation platform for promoting brain health for the elderly based on gamification design to solve the above problems.
[0004] The above information disclosed in this background technology is only used to increase the understanding of the background technology of the present invention and therefore, it may include information that does not constitute the prior art known to ordinary technicians in this field. Summary of the invention
[0005] The purpose of the present invention is to provide a brain health promotion navigation platform APP for the elderly based on gamification design. Focusing on the six pillars that affect brain health, a brain health promotion navigation is formed through gamification design methods to guide the elderly to conduct brain health assessment, training and popular science learning, so as to improve the elderly's brain health knowledge level and promote their healthy behavior, and provide a reference for achieving the goal of brain health for the elderly.
[0006] To achieve the above objectives, the present invention provides the following technical solutions: a navigation platform for promoting brain health of the elderly based on gamification design, comprising:
[0007] Login module, used for user registration, login, and logout operations;
[0008] The brain power assessment module is used to screen and evaluate the user's brain health, including brain health score BCS and elderly cognitive impairment screening;
[0009] A brain training module is used to train the user's brain, including a body training unit and a cognitive training unit;
[0010] The Brainpower Classroom module is used to educate users on health knowledge and behavioral skills, including dietary nutrition, stress and sleep management, and control of vascular risk factors;
[0011] The score settlement module is used to settle the game scores obtained by users in cognitive training games, so as to quantify the performance of the game process and rank them to form a cognitive training ranking list. The points are settled according to the daily completion of the tasks of the brain training module and the brain classroom module by the user, and the ranking is formed by the points to form a "brain guide" ranking list;
[0012] Brainpower Community Module, including Brainpower Square Unit and Brainpower Map Unit;
[0013] The navigation module includes a brain report unit, a brain diary unit, a collection unit, a user feedback unit and a setting unit.
[0014] Preferably, the brain health score BCS is used to understand the current behavioral status of elderly users related to brain health, so as to guide brain training and personalized navigation of brain classes, and the elderly cognitive impairment screening is used to understand the current cognitive function status of elderly users and the abilities of various dimensions of cognitive function of the elderly, so as to guide personalized navigation of cognitive training.
[0015] Preferably, the body training unit includes body activity programs and follow-up training videos for aerobic exercise, resistance exercise, and finger exercises, and users can open the videos for follow-up training. The cognitive training unit includes training games in various cognitive fields, and targeted cognitive training games are carried out according to the screening results of elderly cognitive impairment.
[0016] Preferably, the Brain Power Plaza unit is used to provide users with an online social venue, where users can share their daily lives and brain health management, browse content posted by other users, and exchange experiences with each other. At the same time, the Brain Power Plaza unit will regularly publish team activities for users to participate in, requiring team members to complete their daily training tasks together to obtain additional rewards. The Brain Power Map unit is used to display brain health medical service places near users, and users can obtain related services according to their needs.
[0017] Preferably, the brainpower report unit is used to view the historical evaluation results of the brainpower evaluation module, the brainpower diary unit is used for users to record the usage experience of the brainpower training module and the brainpower classroom module, the collection unit is used for users to collect the content of interest, the user feedback unit is used for users to provide feedback on the usage experience, and the setting unit is used to perform system personalized function settings.
[0018] Preferably, it also includes a usage time monitoring module, which pops up a rest reminder every 30 minutes and forces the user to stop using the device for 20 minutes.
[0019] Preferably, it also includes an intelligent push module, which pushes relevant training and popular science knowledge according to the user's evaluation results and the training results of the previous day.
[0020] Preferably, it also includes a reward module, which issues virtual reward medals to users according to the rankings of the performance settlement module.
[0021] Compared with the prior art, the present invention has the following beneficial effects:
[0022] The present invention promotes health around the six major pillars that affect brain health. Through gamification design methods, brain health assessment, training, and popularization of brain health knowledge and healthy lifestyles are conducted for the elderly, thereby improving the elderly's brain health knowledge level and promoting their healthy behaviors, thereby reducing the risk of brain health problems in the elderly and maintaining brain health.
[0023] The above summary is for illustrative purposes only and is not intended to be limiting in any way. In addition to the illustrative aspects, embodiments and features described above, further aspects, embodiments and features of the present invention will be readily apparent by reference to the accompanying drawings and the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS
[0024] Figure 1 This is a flow chart of the gamification-based navigation platform for promoting brain health in the elderly. DETAILED DESCRIPTION
[0025] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0026] Example 1
[0027] The navigation platform for promoting brain health of the elderly based on gamification design includes a login module, a brain power assessment module, a brain power training module, a brain power classroom module, a performance settlement module, a brain power community module, a navigation module, a usage time monitoring module, an intelligent push module and a reward module.
[0028] The login module is used for user registration, login, and logout operations.
[0029] The brain power assessment module is used to conduct brain health screening and assessment of users, including the brain health score (BCS) and screening for cognitive impairment in the elderly; the brain health score (BCS) is used to understand the current behavioral status of elderly users regarding brain health, to guide brain power training and personalized navigation of brain power classrooms; the elderly cognitive impairment screening is used to understand the current cognitive function status of elderly users and the various dimensions of cognitive function of the elderly, to guide personalized navigation of cognitive training.
[0030] The brain training module is used to train users' brains, including physical training units and cognitive training units, which are two of the six pillars of brain health. The physical training unit includes aerobic exercise, resistance exercise, finger exercises and other physical activity programs and follow-up training videos that are beneficial to brain health. Users can open the videos for follow-up training. The cognitive training unit includes training games in various cognitive fields, and targeted cognitive training games are conducted based on the screening results of elderly cognitive impairment.
[0031] The Brain Power Classroom module is used to educate users on health knowledge and behavioral skills, including dietary nutrition (Dining Hall), stress and sleep management (Mind Square and Comfort Station), and control of vascular risk factors (Health Pulse Hall), which are three of the six pillars of brain health.
[0032] The score settlement module is used to settle the game scores obtained by users in cognitive training games, so as to quantify the performance of the game process and rank them to form a cognitive training ranking list. The points are settled according to the daily completion of the tasks of the brain training module and the brain classroom module by the user, and the ranking is formed by the points to form a "brain guide" ranking list;
[0033] The Brainpower Community module includes the Brainpower Square unit and the Brainpower Map unit; the Brainpower Square unit is used to provide users with an online social venue where they can share their daily lives and brain health management, browse content posted by other users, and exchange experiences. At the same time, the Brainpower Square unit will regularly publish team activities for users to participate in, requiring team members to complete their daily training tasks together to receive additional rewards, which is one of the six pillars of brain health. The Brainpower Map unit is used to display brain health medical service places near users, and users can obtain related services according to their needs.
[0034] The navigation module includes the brainpower report unit, the brainpower diary unit, the collection unit, the user feedback unit and the setting unit. The brainpower report unit is used to view the historical evaluation results of the brainpower evaluation module, the brainpower diary unit is used for users to record the experience of using the brainpower training module and the brainpower classroom module, the collection unit is used for users to collect the content they are interested in, the user feedback unit is used for users to give feedback on their experience, and the setting unit is used to set the personalized functions of the system, including the settings of font size and line spacing, interface color, and multimodal resources.
[0035] The usage time monitoring module will pop up a break reminder every 30 minutes and force you to stop using the device for 20 minutes.
[0036] The intelligent push module pushes relevant training and popular science knowledge based on the user's evaluation results and the previous day's training results.
[0037] The reward module issues virtual reward medals to users based on the rankings of the performance settlement module.
[0038] Working principle: When using the gamification-based navigation platform for promoting brain health in the elderly, first, enter the brain health promotion navigation system. The system displays a welcome animation, platform functions and instructions for use. Users register and log in, and conduct brain health screening and assessment through the brain power assessment module, including brain health score BCS and elderly cognitive impairment screening, and form a brain power report that is stored in the brain power report unit.
[0039] Through the brain training module, brain training games are played, including physical training and cognitive training. Through the physical activity plan and follow-up training video of the physical training unit, relevant follow-up training is carried out. According to the screening results of elderly cognitive impairment, targeted cognitive training games are matched through the cognitive training unit, and relevant game operations are carried out. The score settlement module settles the game scores obtained by users in cognitive training games, and ranks them at the same time to form a cognitive training ranking list.
[0040] Through the brain power classroom module, users can receive health knowledge popularization and behavioral skills education, mainly including dietary nutrition, stress and sleep management, and control of vascular risk factors. The performance settlement module settles points based on the user's daily completion of the brain training module and the brain power classroom module, and ranks them according to the points to form a "brain guide" ranking list.
[0041] By entering the Brain Power Plaza to participate in online social activities, you can share your daily life and brain health management, browse the content posted by other users, exchange experiences, and collect the content you are interested in. At the same time, you can participate in the team activities regularly released by the Brain Power Plaza unit. Team members can get extra rewards by completing their daily training tasks together. The reward module issues virtual reward medals to users based on the rankings of the performance settlement module.
[0042] Enter the brain map to view nearby brain health medical service locations and obtain relevant services according to your needs.
[0043] You can view the historical evaluation results of the brain power assessment module through the brain power report unit, record the usage experience of the brain power training module and the brain power classroom module through the brain power diary unit, view the collection content through the collection unit, provide feedback on the system usage experience through the user feedback unit, and set the system personalized functions through the setting unit, including font size and line spacing settings, interface color settings, multimodal resource settings, etc.
[0044] When the usage time reaches 30 minutes, the system will pop up a break reminder and force you to stop using the device for 20 minutes.
[0045] Through the intelligent push module, you can receive relevant training and popular science knowledge, and learn and train as needed.
[0046] In the description of this specification, the description with reference to the terms "one embodiment", "some embodiments", "example", "specific example" or "some examples" etc. means that the specific features, structures, materials or characteristics described in conjunction with the embodiment or example are included in at least one embodiment or example of the present invention. In this specification, the schematic representations of the above terms do not necessarily refer to the same embodiment or example. Moreover, the specific features, structures, materials or characteristics described may be combined in any one or more embodiments or examples in a suitable manner. In addition, those skilled in the art may combine and combine the different embodiments or examples described in this specification and the features of the different embodiments or examples, unless they are contradictory.
[0047] Any process or method description in a flowchart or otherwise described herein may be understood to represent a module, segment or portion of code that includes one or more executable instructions for implementing the steps of a specific logical function or process, and the scope of the preferred embodiments of the present invention includes alternative implementations in which functions may not be performed in the order shown or discussed, including performing functions in a substantially simultaneous manner or in the reverse order depending on the functions involved, which should be understood by those skilled in the art to which the embodiments of the present invention belong.
[0048] The logic and / or steps represented in the flowchart or otherwise described herein, for example, can be considered as an ordered list of executable instructions for implementing logical functions, and can be embodied in any computer-readable medium for use by an instruction execution system, device or apparatus (such as a computer-based system, a system including a processor, or other system that can fetch instructions from an instruction execution system, device or apparatus and execute instructions), or in combination with these instruction execution systems, devices or apparatuses. For the purposes of this specification, a "computer-readable medium" can be any device that can contain, store, communicate, propagate or transmit a program for use by an instruction execution system, device or apparatus, or in combination with these instruction execution systems, devices or apparatuses. More specific examples of computer-readable media (a non-exhaustive list) include the following: an electrical connection with one or more wires (electronic devices), a portable computer disk box (magnetic device), a random access memory (RAM), a read-only memory (ROM), an erasable and programmable read-only memory (EPROM or flash memory), a fiber optic device, and a portable compact disk read-only memory (CDROM). In addition, the computer-readable medium may even be paper or other suitable medium on which the program is printed, since the program may be obtained electronically, for example, by optically scanning the paper or other medium and then editing, interpreting or processing in other suitable ways if necessary, and then stored in a computer memory.
[0049] It should be understood that the various parts of the present invention can be implemented by hardware, software, firmware or a combination thereof. In the above-mentioned embodiments, a plurality of steps or methods can be implemented by software or firmware stored in a memory and executed by a suitable instruction execution system. For example, if implemented by hardware, as in another embodiment, it can be implemented by any one of the following technologies known in the art or their combination: a discrete logic circuit having a logic gate circuit for implementing a logic function for a data signal, a dedicated integrated circuit having a suitable combination of logic gate circuits, a programmable gate array (PGA), a field programmable gate array (FPGA), etc.
[0050] A person skilled in the art may understand that all or part of the steps in the method for implementing the above-mentioned embodiment may be completed by hardware associated with program instructions, and the program may be stored in a computer-readable storage medium, which, when executed, includes one or a combination of the steps in the method embodiment.
[0051] In addition, each functional unit in each embodiment of the present invention may be integrated into a processing module, or each unit may exist physically separately, or two or more units may be integrated into one module. The above-mentioned integrated module may be implemented in the form of hardware or in the form of a software functional module. If the integrated module is implemented in the form of a software functional module and sold or used as an independent product, it may also be stored in a computer-readable storage medium.
[0052] Although the embodiments of the present invention have been shown and described above, it is to be understood that the above embodiments are exemplary and are not to be construed as limitations of the present invention. A person skilled in the art may change, modify, replace and vary the above embodiments within the scope of the present invention.
Claims
1. A navigation platform for promoting brain health in the elderly based on gamification design, characterized by: include: Login module, used for user registration, login, and logout operations; The brain power assessment module is used to screen and evaluate the user's brain health, including brain health score BCS and elderly cognitive impairment screening; A brain training module is used to train the user's brain, including a body training unit and a cognitive training unit; The Brainpower Classroom module is used to educate users on health knowledge and behavioral skills, including dietary nutrition, stress and sleep management, and control of vascular risk factors; The score settlement module is used to settle the game scores obtained by users in cognitive training games, so as to quantify the performance of the game process and rank them to form a cognitive training ranking list. The points are settled according to the daily completion of the tasks of the brain training module and the brain classroom module by the users, and the ranking is formed by the points to form a "brain guide" ranking list; Brainpower Community Module, including Brainpower Square Unit and Brainpower Map Unit; The navigation module includes a brain report unit, a brain diary unit, a collection unit, a user feedback unit and a setting unit.
2. The gamification-based navigation platform for promoting brain health in the elderly according to claim 1 is characterized by: The brain health score BCS is used to understand the current behavioral status of elderly users regarding brain health, so as to guide brain training and personalized navigation of brain classes. The elderly cognitive impairment screening is used to understand the current cognitive function status of elderly users and the abilities of various dimensions of cognitive functions of the elderly, so as to guide personalized navigation of cognitive training.
3. The gamification-based navigation platform for promoting brain health in the elderly according to claim 1 is characterized by: The body training unit includes body activity programs and follow-up training videos for aerobic exercise, resistance exercise, and finger exercises. Users can open the videos for follow-up training. The cognitive training unit includes training games in various cognitive fields. Targeted cognitive training games are carried out based on the screening results of elderly cognitive impairment.
4. The gamification-based navigation platform for promoting brain health in the elderly according to claim 1 is characterized by: The Brain Square unit is used to provide users with an online social venue where they can share their daily lives and brain health management, browse content posted by other users, and exchange experiences. At the same time, the Brain Square unit will regularly publish team activities for users to participate in, requiring team members to complete their daily training tasks together to receive additional rewards. The Brain Map unit is used to display brain health medical service places near users, and users can obtain relevant services according to their needs.
5. The gamification-based navigation platform for promoting brain health in the elderly according to claim 1 is characterized by: The brainpower report unit is used to view the historical evaluation results of the brainpower evaluation module, the brainpower diary unit is used for users to record the usage experience of the brainpower training module and the brainpower classroom module, the collection unit is used for users to collect content of interest, the user feedback unit is used for users to provide feedback on the usage experience, and the setting unit is used to perform system personalized function settings.
6. The gamification-based navigation platform for promoting brain health in the elderly according to claim 1 is characterized by: It also includes a usage time monitoring module, which pops up a rest reminder every 30 minutes and forces the user to stop using the device for 20 minutes.
7. The gamification-based navigation platform for promoting brain health in the elderly according to claim 1 is characterized by: It also includes an intelligent push module, which pushes relevant training and popular science knowledge according to the user's evaluation results and the training results of the previous day.
8. The gamification-based navigation platform for promoting brain health in the elderly according to claim 1 is characterized by: It also includes a reward module, which issues virtual reward medals to users according to the rankings of the performance settlement module.