| Literature DB >> 23550665 |
Katsuo Yamanaka1, Yoshiyuki Kawano, Dai Noguchi, Shutaro Nakaaki, Norio Watanabe, Takashi Amano, Aimee Spector.
Abstract
OBJECTIVES: Cognitive stimulation therapy (CST) has shown to have significant benefits in improving the cognitive function and quality of life (QOL) in people with mild-to-moderate dementia in a UK randomized controlled trial (RCT). We developed and examined the Japanese version of group CST (CST-J) in a single-blind, controlled clinical trial.Entities:
Mesh:
Year: 2013 PMID: 23550665 PMCID: PMC3935224 DOI: 10.1080/13607863.2013.777395
Source DB: PubMed Journal: Aging Ment Health ISSN: 1360-7863 Impact factor: 3.658
Characteristics of participants at baseline assessments.
| Characteristics | Treatment group ( | Control group ( | All ( | Between group |
|---|---|---|---|---|
| Age (years): mean (SD) | 84.12 (5.52) | 83.73 (6.44) | 83.91 (5.98) | |
| Female:male ratio | 3.33: 1 (20, 6) | 4.00: 1 (24, 6) | 3.67: 1 (44, 12) | |
| CDR score: mean (SD) | 1.17 (.49) | 1.37 (.63) | 1.28 (.57) | |
| Medication: nonmedication ratio | 0.30: 1 (6, 20) | 0.30: 1 (7, 23) | 0.30: 1 (13, 43) |
Cholinesterase inhibitor.
Modifications from original program.
| Session | Theme | Reasons for modifications | Modifications |
|---|---|---|---|
| 1 | Physical games | (No modification) | |
| 2 | Sounds | One of the original activities was to play music using percussion instruments that most Japanese participants were unfamiliar with. | Beating one's hands to music was added for such participants unfamiliar with play instruments. |
| 3 | Childhood | (No modification) | |
| 4 | Food | Using replicas of foods seemed childish to Japanese participants. Furthermore, it was very difficult for them to think of a menu according to an aim, foods, and the budget shown by a facilitator. This was especially difficult for Japanese men as they were not familiar with food shopping and cooking. | Advertisements of foods from supermarkets were used for thinking of a menu instead of food replicas. Some foods more familiar to men, such as nibbles for drinks, were added. |
| 5 | Current affairs | (No modification) | |
| 6 | Faces/scenes | Some participants seemed dissatisfied with only discussing the characteristics of pictures of faces. They seemed not to understand the purpose of only discussion and were bored. | Quizzes to guess whose parts of faces photos were, were added according to the aim of this session for stimulating attention and recognition of faces. |
| 7 | Word associations | (No modification) | |
| 8 | Being creative | Gardening was a very difficult activity in the situation of Japanese nursing homes and residential homes. | Other activities in the manual are plentiful. Therefore, gardening was deleted. |
| 9 | Categorizing objects | 20 or so objects or colored pictures of objects were too many for some of the participants to categorize because of less capacity of their attention. | The number of objects or colored pictures of objects was adjusted according to the attention span of participants. |
| 10 | Orientation | (No modification) | |
| 11 | Using money | It was difficult and not enjoyable to guess prices of common objects without any cues. In addition, it was very difficult for Japanese participants to ask questions regarding salary, from the view of privacy. | Quizzes to guess more or less than the price shown as a cue were added. Instead of salary, some use of spending money, pocket money, or pin money were discussed. |
| 12 | Number games | Snap was almost unknown in Japanese culture. Moreover, high-low card games and bingo were too simple and were not satisfying. | According to the aim of this session for stimulating feeling, knowledge, and processing of numbers, quizzes using numbers were combined with high-low card games and bingo. Furthermore, instead of Snap, to say the multiplication tables as a group was added, which seemed to be important for the previous aim and enjoyable for Japanese elderly. |
| 13 | Word games | The Hangman game was almost unknown in Japanese culture. Moreover, crossword puzzles were unfamiliar among most Japanese elderly. | According to the aim of stimulating verbal reasoning, the Hangman game was changed to detective quizzes based on three-step hints. In addition, crossword puzzles were changed to ‘Shiritori,’ which is very popular in Japan. |
| 14 | Team quiz | (No modification) |
Results of cognitive tests and QOL tests.
| Pretest | Posttest | ||||
|---|---|---|---|---|---|
| Efficacy measure | Treatment: mean (SE) | Control: mean (SE) | Treatment: mean (SE) | Control: mean (SE) | Between-group × within-group interaction |
| Cognitive tests | |||||
| COGNISTAT | 65.42 (2.78) | 64.77 (2.59) | 72.26 (2.80) | 64.35 (2.59) | |
| MMSE | 17.00 (0.83) | 16.87 (0.77) | 18.63 (0.83) | 16.47 (0.77) | |
| QOL tests | |||||
| QoL-AD (self) | 28.40 (1.19) | 28.62 (1.17) | 28.59 (1.19) | 28.19 (1.20) | |
| EQ-5D | 0.74 (0.05) | 0.81 (0.04) | 0.74 (0.05) | 0.80 (0.05) | |
| QoL-AD (proxy) | 27.69 (1.01) | 29.07 (0.94) | 28.65 (1.02) | 28.13 (0.94) | |
| EQ-5D | 0.62 (0.04) | 0.59 (0.04) | 0.65 (0.04) | 0.54 (0.04) | |
The utility score was used for analysis of EQ-5D.
Results of change between pre- and post scores of the face scale for mood.
| Change from baseline | |||
|---|---|---|---|
| Efficacy measure | Treatment: mean (SD) | Control: mean (SD) | Mann–Whitney test |
| Face scale (mood) (self) | 0.52 (0.96) | −0.24 (0.87) | |
| Face scale (mood) (proxy) | 0.20 (0.91) | −0.10(0.89) | |