Page Contents
Overview
Bingocize® is a 10-week program designed to increase physical activity and reduce sedentary behavior. Specifically, Bingocize® can increase older adults’ functional fitness, knowledge of falls prevention, and social engagement in a variety of settings, including community senior centers and congregate meal sites. The program combines a bingo-like game with physical activity and/or health education (falls prevention and nutrition). Trained lay leaders may select between separate units that focus on exercise-only, exercise and falls prevention, or exercise and nutrition. Each unit includes a leader’s script for each session, participants’ materials, and “take home” cards for participants to complete exercises and tasks at home to reinforce the weekly health education information. Participants play Bingocize® twice per week on nonconsecutive days, with each 45-60 minute session consisting of exercises (range of motion, balance, muscle strengthening, and endurance exercises) and/or health education questions. The program is pre-approved by the National Council on Aging as an evidence-based falls prevention program and qualifies for Title IIID funding.
The program can be delivered both using a printed version or mobile app. The mobile app is considered an add-on and is not required to implement and complete any of the Bingocize® units. Organizations deciding to purchase the mobile app can choose to use the printed version and/or the mobile app. This provides a versatile option for organizations with multiple facilities because some facilities may have strong WIFI and access to electronic devices (tablets or phones) making the mobile app a good option. However, some facilities may choose to use only the printed version because they lack the technical resources, or their participants just prefer printed materials.
To view a short video of the program in action, visit https://youtu.be/meCfC0CU4fg
Target Behavior: Healthy Eating, Physical Activity and Reducing Screen Time
Intervention Type: Direct Education
Intervention Reach and Adoption
Setting: Community (Live), Faith-based community, Health care, Indian Tribal Organizations, USDA program sites (not National School Lunch Program)
Target Audience: Adults, Older Adults
Race/Ethnicity: All
Intervention Components
Step 1: The leader prepares the room and materials before participants arrive. The leader’s instructions for each session are printed, and the participant binders are completed and placed on the table in front of each chair. If using the app, a leader will get all tablets ready for participants and get the game started on their tablet.
Step 2: If the leader chooses to use the bingo and exercise-only unit, the session consists of bingo rolls and exercises. If the leader chooses to use the bingo, exercise, and falls prevention or nutrition education, the session will consist of bingo rolls, exercises, and health education questions.
Step 3: The leader starts the session by reading the introductory information at the beginning of each session to the participants. The leader asks participants if they have any questions before beginning the game.
Step 4: Each session begins with three bingo rolls. After the three rolls, the health education question is read to the participants along with the potential answer responses. As the questions and answer responses are read, the participants are asked to follow along in their participant manuals. Participants are given time to think about their answer selection. The participants interact with the material by circling the answer they believe is correct. After providing time for the participants to circle an answer, the correct answer is read to the participants. If they did not choose the correct answer, they are asked to place an “x” over the incorrect answer and circle the correct answer. Now, the additional information accompanying the correct answer is read to the participants. This information expounds upon the correct answer so participants understand why the answer is correct and will provide practical information they can use after the session is over. Throughout the 10-week curriculum, fun and interesting trivia questions are also inserted to add more fun to the game.
Step 5: The session continues with bingo rolls, a series of exercises, followed by more health education, and so on. When a participant ultimately wins the game of bingo, a prize is awarded, and then the session continues. There are typically at least two winners during each session, and more than one participant may win a particular game. Sessions are concluded by playing bingo until a final winner is announced. Prizes are awarded to game winners. Nutrition-focused prize packages are available from WKU, or facilities can purchase other types of small prizes. Participants are encouraged to take home their binders to review the questions and correct answers and bring them back for the next session.
Step 6: After completing the first Bingocize® session of the week, the appropriate “take-home Bingocize® card” is distributed to each participant. Instructions are provided for the participants to emphasize the objective of the card, which is to encourage exercise and completion of specific topic-related tasks throughout the week. The specific tasks are related to the health education topic for that week. For example, during specific Bingocize® sessions participants are educated about fall hazards in their homes. One or more of the tasks on the take-home cards may require them to check safe placement of their throw-rugs and check for proper lighting near outside stairs. They may also be asked to complete specific exercises at home. After they complete the task/exercise, they may fill in the square on the take-home Bingocize® card. Participants bring their take-home cards to the first session of the following week. Those who complete all of the exercises and/or tasks (all of the squares filled in) receive a prize.
Intervention Materials
- Reusable Bingocize® in a Box: Official Bingocize® shirt for a leader, leader training manual, and equipment for 20 participants, including resistance bands and therapy balls.
- Educational units and marketing materials for participants and are available for download on the online training site.
The online training site is available here: www.bingocize.com
Intervention Costs
Evidence Summary
Multiple research studies, as well as actual implementation in older adult facilities, confirmed program leaders and participants accepted the Bingocize® program. For example, participant adherence during studies was 93%, and retention was above 90%.
Published research includes:
- Older Adults’ Functional Performance and Health Knowledge After a Combination Exercise, Health Education, and Bingo Game
- A Mobile Application for Improving Functional Performance and Health Education in Older Adults: A Pilot Study
- Functional Performance in Older Adults after a Combination Multicomponent Exercise Program and Bingo Game
Evidence-based Approach: Research-tested
Evaluation Indicators
Readiness and Capacity – Short Term (ST) | Changes – Medium Term (MT) | Effectiveness and Maintenance – Long Term (LT) | Population Results (R) | |
---|---|---|---|---|
Individual | ST3 | |||
Environmental Settings | ||||
Sectors of Influence |
- ST3a: Physical activity and leisure sport
- ST3b: Physical activity when you breathed harder than normal
- ST3c: Physical activity to make your muscles stronger (muscular strength)
Evaluation Materials
- Program completers must attend 80% or 16 of the 20 sessions.
Additional Information
Contact Person:
K. Jason Crandall, PhD
Associate Professor and Director
Western Kentucky University Center for Applied Science in Health and Aging
Bingocize@wku.edu