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학술저널

체감형 전자게임 훈련이 뇌졸중 환자의 균형능력에 미치는 영향

The effects of somesthetic video on ability of balance in stroke patients

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Objective : The effect of physically interactive electronic game training on stroke patients' balancing abilities was investigated using Nintendo Wii. Method: Eight weeks of training was conducted with forty stroke patients divided into experimental and control groups. The patients' balancing abilities were measured by means of a timed up & go (TUG) test, the Korean version of the Berg balance scale, (K-BBS), and the Fugl-Meyer assessment of lower extremities (FMA-LE). These were employed using the area and distance of center of pressure (COP), the left/right weight distribution difference value (L/R WDDV), and clinical assessment indices. A repeated ANOVA was performed to examine the changes in a group during the intervention, and to compare the differences between the groups. A Bonferroni post-hoc test was performed. Results: A significant difference was found in the non-affected side COP moving distance, L/R WDDV and FMA-LE in the control group (p<.05), and in the COP area, affectedside COP moving distance, non-affected side COP moving distance, L/R WDDV, K-BBS, TUG and FMA-LE(p<.05) while in the experimental group. The comparison between the two groups showed a significant training effect in he COP area, forward moving distance, affectedside COP moving distance, L/R WDDV, K-BBS and TUG(p<.05) in the experimental group. Conclusion: Physically interactive electronic game training improved the balancing abilities of stroke patients. Therefore, clinical application of physically interactive electronic games may be appropriately provided as a part of a post-discharge home program.

ABSTRACT

Ⅰ. 서론

Ⅱ. 연구 방법

Ⅲ. 연구 결과

Ⅳ. 논의

Ⅴ. 결론

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