脑性麻痹儿童运动学习训练中严肃游戏的适应与验证。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2023-12-01 Epub Date: 2023-07-14 DOI:10.1089/g4h.2023.0082
Juan D Bautista, Francisco J Perales, Silvia Ramis, Pedro Montoya, Inmaculada Riquelme
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引用次数: 0

摘要

目的:探讨脑瘫患儿的运动学习障碍和躯体感觉功能障碍。尽管许多协议使用视频游戏治疗CP儿童,但很少应用或检查运动学习原理。本研究旨在(1)实现治疗师-用户-设计师的合作,使电子游戏适应运动学习的原则和CP用户的特征,以及(2)通过分析运动学习参数的实现(学习率获得、保留和向运动和体感功能的转移)来试验这些适应的有效性。材料和方法:定期召开专业间会议,讨论视频游戏的改编,需要控制通过迷宫的操纵杆,运动学习原理。在试点验证中,对13名CP儿童进行了为期10周的训练前后对单侧上肢功能、总手灵活性和体感阈值的影响进行了评估。结果:经过10周的适应性严肃游戏训练后,儿童的学习率超过90%,运动学习参数也有所改善。训练后,手的灵巧性和优势手的旋前、旋后均有提高。在体感觉阈值上没有发现明显的影响。结论:严肃游戏是改善PC患儿运动功能的有效运动学习工具。专业人员和用户之间的合作对于根据康复最佳实践设计高效的电子游戏是可取的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Adaptation and Validation of a Serious Game for Motor Learning Training in Children with Cerebral Palsy.

Objective: Children with cerebral palsy (CP) present motor learning disorders and somatosensory dysfunction. Although many protocols use videogames in children with CP, few apply or examine motor learning principles. This study aims at (1) implementing therapist-user-designer collaboration in adapting a videogame to the principles of motor learning and the characteristics of users with CP, and (2) piloting the effectiveness of these adaptations by analyzing the achievement of motor learning parameters (learning rate acquisition, retention, and transfer to motor and somatosensory function). Materials and Methods: Periodical interprofessional meetings conducted to the adaptation of a videogame, requiring the control of a joystick for traveling through a maze, to motor learning principles. In a pilot validation, effects in unilateral upper limb function, gross manual dexterity, and somatosensory thresholds were assessed before and after 10-week training in 13 children with CP. Results: After 10-week training with the adapted serious game, children showed learning rates above 90% and improvement in motor learning parameters along the sessions. Manual dexterity and pronation-supination of the dominant hand improved after training. No significant effects were found on somatosensory thresholds. Conclusion: Serious games are useful as motor learning tools for improving motor function in children with PC. Cooperative work among professionals and users is advisable for designing efficient videogames according to rehabilitation best practices.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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