نوع مقاله : مقاله پژوهشی Released under CC BY-NC 4.0 license I Open Access I
نویسندگان
1 استادیار، دانشکدة علوم ورزشی، دانشگاه بین المللی امام خمینی، قزوین، ایران
2 دکتری، گروه تربیت بدنی،دانشگاه فرهنگیان، مشهد، ایران
3 .دانشیار، گروه رفتار حرکتی، دانشکدة تربیت بدنی و علوم ورزشی،دانشگاه تهران، تهران، ایران
چکیده
هدف تحقیق حاضر بررسی اثر تمرینات حرکتی با استفاده از تمرینات واقعیت مجازی بر تعادل ایستای کودکان فلج مغزی 7 سال بهصورت در دسترس انتخاب - بود. در این مطالعۀ نیمهتجربی، 20 دختر فلج مغزی همیپلاژی در دامنۀ سنی 2
شدند و در دو گروه تجربی و کنترل قرار گرفتند. آزمون شارپند رومبرگ برای اندازهگیری نمرات تعادل ایستا بهکار گرفته
شد. گروه تجربی به مدت 4 هفته به انجام تمرینات در محیط مجازی پرداختند. گروه کنترل برنامههای درمانی معمول
و تحلی ل کوواریانس تکمتغیری (MANCOVA) خود را ادامه دادند. آزمونهای تحلیل کوواریانس چندمتغیری
بین دو گروه آزمایشی حداقل (P=0/ اجرا شد. نتایج حاکی از تفاوت معنادار ( 001 P < 0/ در سطح 05 (ANCOVA)
در یکی از متغیرهای تعادلی (چشم باز/ چشم بسته) بود. همچنین، براساس نتایج با توجه به نمرات بالاتر تعادل ایستا در
سبب بهبود تعادل ایستای آنها در مقایسه با گروه کنترل شده Xbox گروه تجربی، تمرینات واقعیت مجازی با استفاده از
بود. این مطالعه شواهدی را فراهم میآورد مبنی بر اینکه تعادل ایستا در کودکان فلج مغزی قابل اصلاح است و آنها به
دورههای کوتاهمدت تمرینات واقعیت مجازی پاسخ میدهند. بهنظر میرسد تمرینات واقعیت مجازی دارای کاربردهای
بالینی برای تراپیستها، خانوادهها و کودکان مبتلا به فلج مغزی باشد.
کلیدواژهها
عنوان مقاله [English]
Improvement of Static Balance Through Virtual Reality Practices in Children with Cerebral palsy
نویسندگان [English]
- Fatemeh Mirakhori 1
- Morteza Pourazar 2
- Fazlollah Bagherzadeh 3
1 Assistant Professor, Department of Sport Sciences, Imam Khomeini International University, Qazvin, Iran.
2 phD Candidate, Motor Behavior, Faculty of Physical Education and Sport Sciences, University of Tehran, Tehran, Iran.
3 Associate Professor, Motor Behavior, Faculty of Physical Education and Sport Sciences, University of Tehran, Tehran, Iran
چکیده [English]
The purpose of the present study was to examine the effects of motor practices using virtual reality practices on static balance of children with cerebral palsy.Twenty girls with cerebral palsy (ranged 7-12 years old) were selected by a convenience sampling method and were divided into the experimental and control groups. The apparatus of the study was Xbox device. Sharpend Rumberg Test was used to assess the static balance scores. Experimental group performed their practice in the virtual environment during 4 weeks, 3 days per week, and 1 hour per day. Control group continued their common occupational therapy programs. MANCOVA and ANCOVA Tests were used at p
کلیدواژهها [English]
- Virtual Reality
- Xbox
- Balance
- cerebral palsy
- Hemiplegia
2. Ross, SE., Linens, SW., Wright, CJ., et al. (2011). “Balance assessments for predicting functional ankle instability and stable ankles”. Gait Posture, 34, pp: 539- 542.
3. Reid, D. (2002). “Benefits of a virtual play rehabilitation environment for children with cerebral palsy on perceptions of self-efficacy: a pilot study”. Pediatr Rehabil, 5, pp: 141-158.
4. Brady, K., & Garcia, T. (2009). “Constraint-induced movement therapy: pediatric applications”. Dev Dis Res Rev, 15, pp: 102-111.
5. Deluca, SC., Echols, K., Law, CR., & Ramey, SL. (2006). “Intensive pediatric constraint-induced therapy for children with cerebral palsy: randomized, controlled crossover trial”. J Child Neurol, 21(11), pp: 931-938.
1. Flynn
2. Cikajlo
3. Pluchino
بهبود تعادل ایستا از طریق تمرینات واقعیت مجازی در کودکان فلج مغزی 411
6. Charles, JR., Wolf, SL., Schneider, JA., & Gordon, AM. (2006). “Efficacy of a child-friendly form of constraint-induced movement therapy in hemiplegic cerebral palsy: a randomized control trial”. Dev Med Child Neurol, 48(5), pp: 635-642.
7. Shumway Cook, A., Hutchinson, S., Kartin, D., & Woollacott, M. (2003). “Effect of balance training on recovery of stability in children with cerebral palsy”. Dev Med child Neurol, 45(9), pp: 591-602.
8. Woollacott, MH., Burtner, P., Jensen, J., Jasiewicz, J., Roncesvalles, N., & Sveistrup, H. (1998). “Development of Postural Responses During Standing in Healthy Children and Children with Spastic Diplegia”. Neurosci Biobehav Rev, 22(4), pp: 583-589.
9. Verschuren, O., Ketelaar, M., Takken, T., Helders, PJ., & Gorter, JW. (2008). “Exercise programs for children with cerebral palsy: a systematic review of the literature”. Am J phys Med Rehab Rehabil, 87(5), pp: 404-417.
10. Yong-dong, K., & Byoung-yong, H. (2009). “Effect of core stability exercise on the ability
of postural control in pationes with hemiplegic”. J PTK, 16, p: 4.
11. Vernadakis, N., Gioftsidou, A., Antoniou ,P, et al. (2012). “The impact of Nintendo Wii to physical education students’ balance compared to the traditional approaches”. Comput Educ, 59, pp: 196-205.
12. Reid, D., & Campbell, K. (2006). “The use of virtual reality with children with cerebral palsy: a pilot randomized trial”. Ther Recreat J, 40, pp: 255- 268.
13. Rothstein, JM., Miller, PJ., & Roettger, RF. (1983). “Goniometric Reliability in a Clinical Setting”. Elbow and Knee Measurements, 63, pp: 1611-1615.
14. You, SH., Jang, SH., Kim, YH., Kwon, YH., Barrow, I., & Hallett, M. (2005). “Cortical reorganization induced by virtual reality therapy in a child with hemiparetic cerebral palsy”, Dev Med Child Neurol, 47, pp: 628–635.
15. Szturm, G., Tramontano, M., Iosa, M., Shofany, J., Iemma, A., Musicco, M, et al. (2014). “The Efficacy of Balance Training with Video Game-Based Therapy in Subacute Stroke Patients: A Randomized Controlled Trial”. BioMed research international, 32(4), pp:75-81.
16. Morone, G., Tramontano, M., Iosa, M., Shofany, J., Iemma, A., Musicco, M, et al. (2014). “The Efficacy of Balance Training with Video Game-Based Therapy in Subacute Stroke Patients: A Randomized Controlled Trial”. BioMed research international, 32(4), pp:75-81.
17. Lee, SH., Byun, SD., Kim, CH., Go, JY., Nam, HU., Huh, JS., et al. (2012). “Feasibility and Effects of Newly Developed Balance Control Trainer for Mobility and Balance in Chronic Stroke Patients: A Randomized Controlled Trial”. Annals of Rehabilitation Medicine, 36(4), pp:521-529
18. Chen, Y., Garcia-Vergara, S., & Howard, AM. (2015). “Effect of a home-based virtual reality intervention for children with cerebral palsy using Super Pop VR evaluation metrics: a feasibility study”. Rehabil Res Pract, 17, 1-9.
19. Bryanton, C., Bossé, J., Brien, M., Mclean, J., McCormick, A., & Sveistrup, H. (2006). “Feasibility, motivation and selective motor control: virtual reality compared to conventional home exercise in children with cerebral palsy”. Cyberpsychol Behav, 9, pp: 123-8.
412 رشد و یادگیری حرکتی _ ورزشی، دورة 12 ، شمارة 4، زمستان 1399
20. Berry, T., Howcroft, J., Klejman, S., Fehlings, D., Wright, V., & Bidiss, E. (2011). “Variations in movement patterns during active video game play in children with cerebral palsy”. Journal of Bioengineering & Biomedical Science, 1, pp:1–7.
21. Howcroft, J., Klejman, S., Fehlings, D., Wright, V., Zabjek, K., & Andrysek, J. (2012). “Active video game play in children with cerebral palsy: Potential for physical activity promotion and rehabilitation therapies”. Archives of Physical Medicine and Rehabilitation, 93, pp: 1448-1456.
22. Carrougher, GJ., Hoffman, HG., Nakamura, D., Lezotte, D., Soltani, M., Leahy, L., Engrav, LH., & Patterson, DR. (2009). “The Effect of Virtual Reality on Pain and Range of Motion in Adults with Burn Injuries”. J Burn Care Res, 30, pp: 785-791.
23. Eser, F., Yavuzer, G., Karakus, D., & Karaoglan, B. (2008). “The effect of balance training on motor recovery and ambulation after stroke: a randomized controlled trial”. Eur J Phys Rehabil Med, 44, pp:19-25.
24. Khasnis, A., & Gokula, RM. (2003). “Romberg's test”. Journal of Postgraduate Medicine, 49(2), p:169.
25. Paula, K., Yim-Chiplis, P.K., & Laura, A.T. (2000). “Defining and measuring balance in adults.” Biological Research for Nursing, 1, 321-331.
26. Burtner, PA1., Qualls, C., Woollacott, MH. (1998). “Muscle activation characteristics of stance balance control in children with spastic cerebral palsy”. Gait Posture, 8(3), pp: 163-174.
27. Ferdjallah, M., Harris, GF., Smith, P., & Wertsch, JJ. (2002). “Analysis of postural control synergies during quiet standing in healthy children and children with cerebral palsy”. Clin Biomech, 17(3), pp: 203-210.
28. Deutsch, JE., Robbins, D., & Morrison, J. (2009). “Wii-based compared to standard of care balance and mobility rehabilitation for two individuals post-stroke”. IEEE, 10.1109/ICVR.2009.5174216.
29. Sevick, M., Eklund, E., Mensh, A., Foreman, M., Staneven, J., & Engsberg, J. (2016). “Using free internet videogames in upper extremity motor training for children with cerebral palsy”. Behav Sci, , 6, 1-14.
30. Ravi, D.K., Kumar, N., & Singhi, P. (2017). “Effectiveness of virtual reality rehabilitation for children and adolescents with cerebral palsy: an updated evidence-based systematic review”. Physiotherapy, doi: 10.1016/j.physio.2016.08.004.
31. Engsberg, JR., Ross, SA., & Collins, DR. (2006). “Increasing ankle strength to improve gait and function in children with cerebral palsy: a pilot study”. Ped Phy Ther, 18(4), pp: 266-275.
32. Damiano, DL., Kelly, LE., & Vaughn, CL. (1995). “Effects of quadriceps femoris muscle strengthening on crouch gait in children with spastic diplegia”. Phy Ther, 75(8), pp: 658-667.
33. Rizzo, AA., Buckwalter, JG., Neumann, U., Kesselman, C., & Thiebaux, M. (1998). “Basic issues in the application of virtual reality for the assessment and rehabilitation of cognitive impairments and functional disabilities”. Cyber Psychol Behav, 1(4), pp: 59-78.
بهبود تعادل ایستا از طریق تمرینات واقعیت مجازی در کودکان فلج مغزی 413
34. Taub, E., Ramey, S., DeLuca, S., & Echols, K. (2004). “Efficacy of constraint-induced movement therapy for children with cerebral palsy with asymmetric motor impairment”. Pediatrics, 113: 305-312.
35. Flynn, S., Palma, P., & Bender, A. (2007). “Feasibility of using the Sony PlayStation 2 gaming platform for an individual post-stroke: a case report”. J Neurol Phys Ther, 31, pp:180-189.
36. Cikajlo, I., Rudolf, M., Goljar, N., Burger, H., & Matjačić, Z. (2012). “Telerehabilitation using virtual reality task can improve balance in patients with stroke”. Disabil Rehabil, 34, pp:13-18.
37. Pluchino, A., Lee, SY., Asfour, S., Roos, BA., & Signorile, JF. (2012). “Pilot study comparing changes in postural control after training using a video game balance board program and 2 standard activity-based balance intervention programs”. Arch Phys Med Rehabil, 93, p: 1138-1146.