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Effects of active videogame-based intervention on self-concept, balance, motor performance and adaptive success of children with cerebral palsy: preliminary study

机译:基于视频游戏的主动干预对脑瘫儿童自我概念,平衡,运动表现和适应性成功的影响:初步研究

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Children with cerebral palsy (CP) commonly perceive themselves different from their typical peers due to their neuromotor condition, affecting their motivations and activity performance. Virtual reality (VR) seems to be an effective tool to improve motivation and motor performance in rehabilitation. The aim of this study was to verify the effects of VR-based intervention by means of active videogame on self-concept, balance, motor performance and adaptive success in children with CP. Eight children with CP, 10.37 years (±3,29), levels I and II of Gross Motor Function Classification System were submitted to a VR-based intervention, twice a week with sessions of 45 minutes during 8 weeks. The games used in intervention addressed balance, motor coordination, jumps, squats and lateral displacement of the body. Self-concept was tested using Childhood Scale of Self-concept Piers-Harris, balance using Motor Development Scale (MDS) (motor quotient 3), motor performance using MDS (general motor quotient). The games scores were used to test adaptive success on virtual environment. We found significant differences after intervention for all the testes areas. For self-concept scale, the differences appeared in the domains: Anxiety, Intellectual, Popularity, Physical Appearance, Satisfaction and Happiness. It seems that VR-based intervention might interfere with the way children with CP perceive themselves, apart from improve their balance, motor performance and adaptive success. Thus VR-based intervention is a potential tool to assist rehabilitation professionals to improve these aspects of children’s health condition.
机译:脑瘫(CP)儿童通常会因神经运动状况而与典型的同龄人不同,从而影响其动机和活动表现。虚拟现实(VR)似乎是改善康复动机和运动表现的有效工具。这项研究的目的是通过主动视频游戏验证基于VR的干预对CP儿童的自我概念,平衡,运动表现和适应性成功的影响。八名CP,10.37岁(±3,29),大运动功能分类系统的I级和II级儿童接受了基于VR的干预,每周两次,为期8周,每次45分钟。用于干预的游戏涉及身体的平衡,运动协调,跳跃,下蹲和横向移位。自我概念的测试使用了皮尔斯·哈里斯自概念的童年量表,运动发展量表(MDS)(运动商3)进行了平衡,运动能力使用MDS(一般运动商)进行了测试。游戏分数用于测试虚拟环境的适应性成功。在所有睾丸区域进行干预后,我们发现显着差异。在自我概念量表上,差异出现在以下方面:焦虑,智力,受欢迎程度,外表,满意度和幸福感。似乎基于VR的干预措施可能会改善CP的儿童的平衡能力,运动能力和适应性成功,从而干扰CP儿童的自我感觉。因此,基于VR的干预是协助康复专业人士改善儿童健康状况的潜在工具。

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