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A hands-on microcomputer experience was provided to forty-one senior adults, over a three-week period, to serve as a therapeutic and rehabilitative tool, as well as a form of social and educational enrichment. Results indicated that thought-provoking games (Trivia and Hangperson) held the participht's highest level of attention and were perceived as exciting and stimulating; the keyboard was the easiest and preferred method of computer use; and in post-evaluations, 75% of the program participants indicated an interest in learning more about new challenging software.
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