Virtual reality training improves dynamic balance in children with cerebral palsy

被引:21
|
作者
Pourazar, Morteza [1 ,2 ]
Bagherzadeh, Fazlolah [1 ,2 ]
Mirakhori, Fatemeh [1 ,2 ]
机构
[1] Univ Tehran, Dept Phys Educ & Sport Sci, Kargar St, Tehran, Iran
[2] Imam Khomeini Int Univ, Dept Sport Sci, Qazvin, Iran
关键词
Spastic Hemiplegic Cerebral Palsy; video game based training; Xbox; balance; POSTURAL CONTROL; ADOLESCENTS; PROGRAM; ADULTS;
D O I
10.1080/20473869.2019.1679471
中图分类号
G76 [特殊教育];
学科分类号
040109 ;
摘要
Aims: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP). Methods: 20 girls with SHCP (mean age =9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance game (Microsoft Inc., Redmond, WA, U.S.A.) 'Just Dance 3' and Modified star excursion balance test (SEBT) were used for video game based training and dynamic balance tests, respectively. MANCOVA and ANCOVA Tests were performed at p < 0.05 to analyze the data. Results: Based on MANCOVA test results, there was a significant difference between groups at least in one of the dynamic balance variables (anterior, posterolateral, and posteromedial) after controlling for pretest (F (3, 13) = 41.81, p < .005). Results of ANCOVA test showed a significant difference between the dynamic balance variables in the anterior (F = 52.80, p = 0.001), posterolateral (F = 117.86, p = 0.001), and posteromedial (F = 23.84, p = 0.001) directions in children with cerebral palsy. Conclusions: This paper proposes that video game based training can successfully guide children with cerebral palsy to improve their balance ability. This virtual system is therefore an interesting tool in the therapies related to the children with cerebral palsy.
引用
收藏
页码:429 / 434
页数:6
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