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SUMMARY OF FINDINGS

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When we first administered the Quality of Life Scale, many of the seniors already felt they had a high value of quality of life. With such high scores it is hard to determine whether the weekly sessions actually increased quality of life on paper. Also many factors could influence how that person was feeling on a particular day. Being in a good mood can make scores higher while having a bad day could have the adverse effect. I believe more time is needed to properly determine whether playing these stimulating mind games had an effect on quality of life.   

 

More noticeable was the changes from week to week. It was fulfilling to witness the excitement when something was finally understood and they were able to complete a round of Sudoku or a game of Word Wall without any help. That being said, the study did have some setbacks along the way. When dealing with the cognitive impaired, you never know what you are going to get. More than once we had seniors exhibit agitation and walk away or drop out of the study. In situations like this it is important to maintain patience and understanding.

 

Overall, this study presented a wonderful opportunity to be a part of imperative advances in understanding and developing useful tools to help the cognitively impaired. With continued research and observation, we can combat issues related to Dementia, Alzheimer's Disease, and overall well being.
  

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