Patricia Blázquez-González , Rubén Mirón-González , Alejandro Lendínez-Mesa , María Teresa Camacho Arroyo , Noelia Mancebo-Salas , Raquel Luengo-González , Silvia Herranz-Herranz , Roberto Antonio López Manrique , Jose Luis Cobo-Sánchez , Zulema González-Gancedo , María-Nieves Moro-Tejedor
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引用次数: 0
Abstract
Objective
To evaluate the effectiveness of virtual reality on the degree of Health Literacy, before and after the use of virtual reality with the Nintendo Switch® device in patients with a diagnosis of stroke admitted to neurorehabilitation units.
Methodology
Twelve patients admitted to a neurorehabilitation unit underwent a 1:3 randomised clinical trial (intervention group: control group). The intervention group consisted of 4 patients and the control group consisted of 8 patients. The control group performed conventional rehabilitation and the intervention group, in addition to conventional rehabilitation, had a 20-minute virtual reality intervention once a week for 6 weeks. Clinical outcomes were measured for the literacy variable before the intervention and 6 weeks after the intervention in both the control group and the intervention group.
Results
An improvement in literacy was obtained in the control group (9 vs 9.38; p = 0.18) and in the intervention group (13.75 vs 14.25; p = 0.31) after the 6 weeks duration of the study. Comparing the intervention group and the control group, the literacy level of the intervention group was higher after the intervention than in the CG (14.25 vs. 9.38: p = 0.20), but no statistically significant results were obtained.
Conclusion
Virtual reality used together with conventional treatment seems to improve the degree of literacy of stroke patients admitted to neurorehabilitation units.
目的评价虚拟现实技术对脑卒中患者健康素养的影响,探讨虚拟现实技术与Nintendo Switch®设备在脑卒中患者康复治疗前后的应用效果。方法采用1:3随机临床试验(干预组:对照组)对12例患者进行神经康复治疗。干预组4例,对照组8例。对照组进行常规康复治疗,干预组在常规康复治疗的基础上,每周进行一次20分钟的虚拟现实干预,持续6周。对对照组和干预组在干预前和干预后6周的读写能力变量进行临床结果测量。结果对照组的识字率无明显提高(9比9.38;P = 0.18),干预组(13.75 vs 14.25;P = 0.31)。干预组与对照组比较,干预组干预后读写能力水平高于对照组(14.25 vs. 9.38: p = 0.20),但差异无统计学意义。结论虚拟现实与常规治疗相结合,可提高脑卒中患者的认知程度。