Four face-to-face introductory sessions will be provided to familiarise participants with the material and the assigned application (Table (Table1).1). Two sessions of 3 h will present how to use the tablet and accessories (e.g., handling, charging), how to navigate in the application and how to complete the cognitive exercises. Two sessions of 2 h will present the physical exercises and teach participants how to place the motion sensor (Physilog®5, GaitUp, Switzerland) that will be used to record bodily measurements. In both programmes, physical activity instructors will ask participants to practice physical exercises for a total of 30 to 45 min distributed over the day. They will be recommended to train using the same physical exercises for at least 3 weeks with three sessions per week and a day of rest between each session. Cognitive training instructors will encourage participants to practice the cognitive exercises at least 3 times per week for 15 min each time. Participants will be made aware that during an ideal training session, activity should be perceived as of moderate difficulty. Instructions on physical and cognitive activities will be provided by a different instructor, the same for both programmes. Instructors will specifically be asked to present and explain the two programmes in similar ways.
The StayFitLonger programme will be accessible through the application RestonsEnForme, which will be available on a tablet (Galaxy Tab S2, Samsung) that will be provided to each participant. When launched, the main screen of the application provides access to different physical and cognitive activities (Fig. 1a) as well as other features listed below.
Illustration of the different activities of the StayFitLonger training programme
The physical exercise activity (Exercises) will be based on the T&E home-based programme using the concept of self-efficacy and empowerment [39]. Participants will be invited to create a personalised 8-exercise programme (Fig. (Fig.1b).1b). Those will be selected from 50 available exercises, which vary as function of themes (e.g., on a chair, with a pillow) and difficulty level (e.g., different body position or workload). Participants will try the exercises before including them in their programme. Exercices will only be included if judged as not too difficult by the participant. More details on the T&E programme can be found in [39]. During the intervention, participants will be allowed to add new exercises to their 8-exercise programme after a period of at least 3 weeks to introduce variety and increase challenge.
There will be four cognitive training activities which target problem solving, semantic memory, prospective memory, and divided attention. The Quiz activity will teach different strategies [49, 50] to learn new vocabulary and semantic repertoires (e.g., mushrooms, trees, flowers, dogs, etc.; Fig. Fig.1c).1c). Participants will choose first a repertoire of interest and will be asked to perform word-image associations related to the repertoire. Based on their level of proficiency in the selected repertoire, participants will then be offered different learning techniques: completing (relying on cues for help) or copying/completing (copying the word while using pure errorless learning and then completing while using encoding cues). Participants will continue to explore the repertoire through practice using an optimal number of cues to obtain the best performance while limiting the production of errors. This practice will be completed once participants reach at least 60% of correct responses without cues. Then, participants will be invited to a final evaluation without any help. Feedback will be provided with the option of continuing training using the repertoire or choosing another one. The 4 Images/1 Word activity will train cognitive flexibility (Fig. (Fig.1d).1d). Participants will be shown four images that are associated with an overarching concept and will be asked to find and write down the associated concept. Two types of cues will be provided to help them solve the task: number of letters in the target and some of the target letters mixed with distractors. The Attention! activity will train participants to vary their attentional priority in dual-tasks [40] while exploring a city on a two-wheel vehicle (Fig. (Fig.1e).1e). The dual-task will involve detecting different targets in the environment (i.e., people, 4-wheel vehicles or buildings) by pressing a button on the screen (task A), and at the same time detecting sewer covers with foot taping (task B). The foot response will be recorded by a motion sensor attached to the waist or shoe. The activity will comprise 30 levels with a progressive increase in the degree of difficulty. Difficulty will be increased by manipulating the number of targets, the number of distractors and the speed of the vehicle driven by the player (i.e., bicycle, scooter, motorcycle) and by introducing a response contingency condition (if/then). Participants will complete first each task (detection of targets in the environment and detection of sewer covers) in focused attention. They will then be asked to combine the tasks with different priority levels during a series of trials: one trial in which they will devote 80% of their attention to task A and 20% of attention to task B, one with 20% on task A and 80% on task B, and one with 50% of their attention on each task. Each priority trial will last about 1 min and will be repeated twice in random order. The Recall you activity will be embedded into the physical exercises to train prospective memory [51] (Fig. (Fig.1f).1f). On every 3 to 4 sessions, the Exercises activity will start with an instruction asking participants to complete a casual task (e.g., to get and drink a glass of water or to open a window, etc.) after a certain amount of time in the physical training. A timer will appear on the top left corner so that participants can track time while doing their exercises. For safety reasons, participants will be instructed to complete the exercise they are engaged in before performing the cognitive task.
In addition to the physical and cognitive activities, the StayFitLonger programme will include the following features:
A Chat room will provide a venue for participants to share views about topics of interest and tips for common real-life problems (Fig. 2a). Pre-established themes will be available (e.g., cooking, gardening, handiwork, etc.) and participants will have the opportunity to enrich this setting and create their own themes. When entering the chat room, a moderator message will inform participants to be respectful while chatting and to avoid revealing sensitive information (e.g., address, name, credit card information).
Illustration of the unique features of the StayFitLonger training programme
Creation of material. Participants will be invited to create material for the 4 Images/1 Word and Quiz activities. Once validated by the research team through a moderation platform, the material will be shared with all participants who will have the opportunity to use it for their own training and to rate the material created by other participants. This feature has been implemented to foster social interactions across participants.
Psychoeducation. From the application homepage, participants will have access to psychoeducational content (Fig. (Fig.2b)2b) on different topics related to physical, psychological and cognitive health. Twenty-two topics will be available (e.g., divided attention improvement; stress regulation; fatigue management, etc.).
Virtual coach. A customisable virtual coach using verbal (but written) and non-verbal communication (Fig. (Fig.2c,2c, d) will guide participants along the proposed exercises by giving them instructions, reminding them to practice a variety of available activities repeatedly, providing appropriate and timely feedback (through congruent facial expressions) on participant’s performances (e.g., encouraging messages) and rewarding assiduity, perseverance and performance with achievements and virtual credits (“physio-coins” and “cogni-coins”). Some achievements will unlock new icons, backgrounds and frames to modify the user interface, and by spending the coins obtained, it will be possible to get additional icons, background, frames and equipment to customise the virtual coach appearance (e.g., hat, glasses, etc.). These different functions of the virtual coach have been implemented to improve adherence by helping participants through a direct interlocutor (rather than neutral messages) and to keep them motivated [43].
The active control programme will be similar in structure and layout to the StayFitLonger programme (Fig. 3a) and will include physical and cognitive exercises.
Illustration of the different activities of the active control training programme
The physical exercise activity (Exercises) will be a computerised version of Helsana’s physical training programme (Fig. (Fig.3b).3b). Helsana, a Swiss health insurance company, offers this programme in a booklet. The computerised version will include advice and tips to stay physically active (e.g., to go shopping by foot) and 12 exercises to train upper and lower extremity strength, mobility and balance. It will also provide information about which exercises to choose, the training frequency and precautionary measures to follow. This programme has been judged close to “standard care”, as it is similar to a large range of programmes and recommendations available to the general public. It will differ from the Exercise activity available on the StayFitLonger programme, as it only contains a limited number of exercises and does not benefit from interactive content (e.g., videos of exercises), self-management, personalization features, and rewards from the virtual coach.
The four cognitive activities provided in the active control programme will be commercially available leisure activities that do not target specific cognitive processes and do not teach cognitive strategies [52–56]. The Crosswords activity will include 219 puzzles with five different sizes (Fig. (Fig.3c).3c). The Sudoku activity will include around 5000 puzzles with four levels of difficulty (Fig. (Fig.3d).3d). The Attention! activity will be a maze arcade game inspired from Pac-Man in which participants eat dots in a maze while trying to avoid coloured ghosts (Fig. (Fig.3e).3e). The Countdown activity will be embedded into the Exercises activity and triggered randomly every 3 to 4 days. It will require that participants count backward from 100 to 1 or recite the alphabet from Z to A while doing their exercise.
There will be no chat room, psycho-educational content or virtual coach included in the active control training programme.
Participants will receive a phone call and a home visit on week four and on week eight. Then, they will receive two phone calls (one from the physical activity instructor and one from the cognitive activity instructor) every four weeks. These will serve to identify and help participants to resolve difficulties with the programme, devices or exercises, and to obtain information about their health.
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