{"title":"SEREBRAL PALSİLİ ÇOCUKLARDA SANAL GERÇEKLİK EĞİTİMİNİN DENGE VE FONKSİYONELLİK ÜZERİNE ETKİSİ: RANDOMİZE KONTROLLÜ ÇALIŞMA","authors":"Öznur Fi̇dan, A. Genç","doi":"10.21653/tjpr.1017679","DOIUrl":null,"url":null,"abstract":"Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on balance and functionality in children with Cerebral Palsy. \nMethods: 52 patients were randomly allocated into either the virtual reality training group (n = 27) or the control group (n=25). The virtual reality training group performed virtual reality training using the XBox One Kinect gaming system, and the Control group performed neurodevelopmental training. Outcome measurements were Pediatric Balance Scale, Gross Motor Function Measurement-88, Quality of Upper Extremity Skills Test, Functional Reach Test, Sit to Stand Test and Pediatric Disability Evaluation Inventory. Each training program was carried out for eight weeks, two times per week and 45 minutes per session. \nResults: All measurements were statistically increased in both groups. Improvement in the total score of the Quality of Upper Extremity Skills Test and all of the subscale score except for the grasp was superior in control group (p < 0.05). \nConclusion: Virtual Reality training using XBox Kinect gaming system is an effective method to improve balance and functionality in children with Cerebral Palsy. \nKey Words: Balance, Cerebral Palsy, Children, Gross Motor Function, Virtual Reality","PeriodicalId":289913,"journal":{"name":"Türk Fizyoterapi ve Rehabilitasyon Dergisi","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Türk Fizyoterapi ve Rehabilitasyon Dergisi","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21653/tjpr.1017679","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
目的:本研究的目的是探讨虚拟现实训练对脑瘫儿童平衡和功能的有效性。方法:52例患者随机分为虚拟现实训练组(n= 27)和对照组(n=25)。虚拟现实训练组使用XBox One Kinect游戏系统进行虚拟现实训练,对照组进行神经发育训练。结果测量为儿童平衡量表、大运动功能量表-88、上肢技能质量测试、功能够及测试、坐立测试和儿童残疾评估量表。每个训练项目进行8周,每周两次,每次45分钟。结果:两组患者各项指标均有统计学差异。对照组上肢技能质量测验总分及除抓握外其他分量表得分均显著高于对照组(p < 0.05)。结论:利用XBox Kinect游戏系统进行虚拟现实训练是提高脑瘫儿童平衡和功能的有效方法。关键词:平衡,脑瘫,儿童,大运动功能,虚拟现实
Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on balance and functionality in children with Cerebral Palsy.
Methods: 52 patients were randomly allocated into either the virtual reality training group (n = 27) or the control group (n=25). The virtual reality training group performed virtual reality training using the XBox One Kinect gaming system, and the Control group performed neurodevelopmental training. Outcome measurements were Pediatric Balance Scale, Gross Motor Function Measurement-88, Quality of Upper Extremity Skills Test, Functional Reach Test, Sit to Stand Test and Pediatric Disability Evaluation Inventory. Each training program was carried out for eight weeks, two times per week and 45 minutes per session.
Results: All measurements were statistically increased in both groups. Improvement in the total score of the Quality of Upper Extremity Skills Test and all of the subscale score except for the grasp was superior in control group (p < 0.05).
Conclusion: Virtual Reality training using XBox Kinect gaming system is an effective method to improve balance and functionality in children with Cerebral Palsy.
Key Words: Balance, Cerebral Palsy, Children, Gross Motor Function, Virtual Reality