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1.
Children (Basel) ; 11(4)2024 Apr 13.
Article in English | MEDLINE | ID: mdl-38671681

ABSTRACT

As technology continues to develop, children are spending more time in front of screens, which can lead to significant problems. For children aged 5 years and above, screen time of 2 or more hours per day on average is considered problematic. This study aimed to investigate the impact of screen exposure on screen addiction and sensory processing in typically developing children aged 6-10 years. The study analyzed 74 children who had a screen exposure time of 2 h or more and 71 children who had a screen exposure time of less than 2 h. The Dunn Sensory Profile was used to evaluate sensory processing skills, and the Problematic Media Use Scale was used to measure screen addiction. The group with high screen exposure showed statistically significant differences in screen addiction, distraction, and sedentary factors (p < 0.05). No significant differences were found in other parameters. Based on these findings, it has been determined that excessive screen exposure leads to a more sedentary lifestyle, increased screen addiction, and distraction in typically developing children aged 6-10 years. It is important to consider the duration of screen exposure in typically developing children aged 6-10 years and to conduct further studies on this topic.

2.
Occup Ther Health Care ; 38(1): 78-91, 2024.
Article in English | MEDLINE | ID: mdl-37204048

ABSTRACT

Novice drivers show poorer performance than experienced drivers in terms of visual skills and hazard perception. This study aimed at evaluating the effectiveness of a digital game-based intervention on hazard perception and visual skills in novice drivers. Forty-six novice drivers (6 men, 40 women) were randomized to the intervention group (n = 23; 20.79 ± 0.81 years) or control (n = 23; 20.65 ± 0.93 years) group. The intervention group received a game-based intervention in addition to a hazard perception training, whereas the control group received only the hazard perception training. Hazard perception and visual skills were assessed in both groups before and after the 14-day interventions. Between-group comparisons revealed significantly greater improvements in visual short time memory, visual closure, visual discrimination, figure-ground and total scores in the game-based group than in the control group (p < 0.05 for all). Our results showed that 14 days of game-based intervention enhanced hazard perception and visual skills in novice drivers. Using game-based interventions in driving rehabilitation is recommended to improve hazard perception and visual skills of novice drivers.


Subject(s)
Automobile Driving , Occupational Therapy , Female , Humans , Male , Accidents, Traffic , Perception , Single-Blind Method , Visual Perception , Young Adult
3.
OTJR (Thorofare N J) ; : 15394492231202416, 2023 Oct 11.
Article in English | MEDLINE | ID: mdl-37818919

ABSTRACT

The caregiving burden experienced by informal caregivers of individuals with schizophrenia (ICIWS) can affect their perceived occupational balance (OB). This study examines the differences in OB among ICIWS with different caregiving burden levels. This cross-sectional study was conducted with a sample of 149 ICIWS. The Occupational Balance Questionnaire 11-Turkish Version (OBQ11-T) was used to assess the participants' OB. The Zarit Caregiver Burden Scale was employed to evaluate caregiving burden levels. Statistically significant differences were found in the total score of OBQ11-T, Item 3 (time for doing things wanted), Item 5 (having sufficient time for doing obligatory occupations), and Item 9 (balance between obligatory/voluntary occupations) between the severe and little caregiving burden groups (p < .05). Caregiving for individuals with schizophrenia can lead to varying levels of caregiving burden, which negatively affects OB. Occupational therapists working with ICIWS should assess OB and address OB-related challenges to alleviate caregiver burden.

4.
J Telemed Telecare ; : 1357633X231189541, 2023 Aug 03.
Article in English | MEDLINE | ID: mdl-37537894

ABSTRACT

INTRODUCTION: Although different cognitive rehabilitation (CR) approaches have been developed for mild cognitive impairment (MCI), a standard method has not been determined for interventions, especially with the telerehabilitation (TR) method, which is one of the alternative solutions to the problems of accessing rehabilitation services. The study was planned to compare the effectiveness of the CR intervention applied in the older adults with amnestic-MCI with face-to-face and TR methods. METHODS: A total of 68 participants were randomly assigned to the TR and face-to-face groups. TR method was delivered by teleconference method in the participant's own home. A 12-week CR intervention was applied to both groups. Pre- and post-intervention cognitive skills of the participants were evaluated using the Loewenstein occupational therapy cognitive assessment-geriatric (LOTCA-G). RESULTS: Cognitive skills were increased in both groups (p < 0.001). A statistically significant difference was observed between the groups in the post-intervention visual-spatial perception, praxis, and total LOTCA-G scores (p < 0.01). DISCUSSION: It was determined that a 12-week CR program had positive effects on cognitive functions in the older adults with amnestic MCI. Both TR and face-to-face methods can be used in CR interventions for amnestic MCI. In addition, the TR method can be advantageous in terms of time and accessibility. CLINICAL TRIAL NUMBER: NCT05664984.

5.
Games Health J ; 11(3): 200-206, 2022 Jun.
Article in English | MEDLINE | ID: mdl-35666260

ABSTRACT

Objective: Children with specific learning disability (SLD) experience problems in visual perception that influence academical skills and activities of daily living. Virtual reality and game-based rehabilitation applications are becoming increasingly popular in rehabilitation, including visual perception rehabilitation. However, the usage of commercially available and easily accessible games as intervention tools raises the question whether rehabilitation conducted with these games is really rehabilitation, or just casual gameplay. Therefore, we aimed to investigate the effects of a nonactively supervised (game-based intervention program [GIP]) and an actively supervised (therapist guided game-based intervention program [TGGIP]) on the visual perception skills of children with SLD. Materials and Methods: This study was designed as a single-blind randomized, controlled trial of a TGGIP on visual perception skills in children with SLD compared with the self-oriented, nonsupervised program (GIP). A total of 138 children with SLD participated in the study and were randomly divided into two groups (TGGIP and GIP). Children's visual perception skills were assessed with Motor-Free Visual Perception Test-3. Results: Both groups showed significant improvements in visual perception after the intervention programs (P < 0.05). However, the TGGIP (a supervised and structured intervention program) was significantly more effective in improving the visual perception skills compared with the GIP (a standard, nonsupervised, and unstructured intervention program) (P < 0.05). Conclusion: We think that the TGGIP methodology that we designed acts as a facilitator for therapists in using trademarked, commercially available, and easily accessible games for structured and supervised virtual reality and game-based rehabilitation applications.


Subject(s)
Learning Disabilities , Video Games , Virtual Reality , Activities of Daily Living , Child , Humans , Single-Blind Method
6.
OTJR (Thorofare N J) ; 42(1): 40-49, 2022 01.
Article in English | MEDLINE | ID: mdl-34423693

ABSTRACT

There is known to be a decrease in quality of life and perceived occupational performance and satisfaction following total knee arthroplasty (TKA). This study was planned to examine the effectiveness of a client-centered (CC) intervention with the telerehabilitation (TR) method on the quality of life, perceived occupational performance, and satisfaction after TKA. A total of 38 patients who had undergone TKA were randomly assigned to the CC and control groups. A 12-day intervention program was applied to the CC group. The Nottingham Health Profile (NHP) and Canadian Occupational Performance Measure (COPM) were applied before and after intervention. The 12-day intervention showed a strong effect on all parameters in the CC group (p<.001). In the postintervention comparisons, a significant difference was found in favor of the CC group (p < .001). CC interventions with the TR method can be used in post-TKA interventions.


Subject(s)
Arthroplasty, Replacement, Knee , Telerehabilitation , Arthroplasty, Replacement, Knee/rehabilitation , Canada , Humans , Personal Satisfaction , Quality of Life , Telerehabilitation/methods
7.
Occup Ther Health Care ; 35(3): 306-317, 2021 Jul.
Article in English | MEDLINE | ID: mdl-34126836

ABSTRACT

The Canadian Occupational Performance Measure (COPM) is a generic questionnaire based on a semi-structured interview. We aimed to translate a Turkish version of the COPM (COPM-TR) and assess its reliability and validity. The COPM-TR was administered to 82 participants (42.2 ± 11.6 years and 32.9% of the participants were male) with multiple sclerosis (MS) for convergent validity and reliability analysis. The COPM-TR was administered with the Multiple Sclerosis Quality of Life-54 (MSQoL-54), and Expanded Disability Status Scale (EDSS) to determine its convergent validity. Test-retest reliability (a week interval) was assessed by the Intraclass Correlation Coefficient (ICC). There were moderately strong negative correlations between EDSS and performance and satisfaction score of COPM-TR. There were moderately strong positive correlations between MSQoL-54 physical and performance of COPM-TR and moderate positive correlations between MSQoL-54 physical and satisfaction of COPM-TR. Moderate positive correlations found between the MSQoL-54 mental and COPM-TR performance and satisfaction scores. Test re-test reliability of COPM-TR performance indicated excellent reliability. The current study demonstrates that the COPM-TR is a valid and reliable tool for measuring the perceived occupational performance and satisfaction of people with MS.


Subject(s)
Multiple Sclerosis , Occupational Therapy , Canada , Humans , Male , Quality of Life , Reproducibility of Results , Surveys and Questionnaires
8.
Games Health J ; 10(2): 109-114, 2021 Apr.
Article in English | MEDLINE | ID: mdl-33058735

ABSTRACT

Objective: Mild cognitive impairment (MCI) is a broad term for people at a stage between normal age-related cognitive decline and dementia, where cognitive problems are present but do not impair activities of daily living. This study aimed at evaluating the effectiveness of a virtual reality (VR)-based rehabilitation program on cognitive functions in MCI. Materials and Methods: Sixty-one older adults (25 men, 36 women) with MCI were randomized to the intervention group (n = 30; 70.12 ± 2.57 years) or control (n = 31; 70.30 ± 2.73 years) group. The intervention group received a VR (computer-generated interactive environments) intervention in addition to a conventional cognitive rehabilitation (CR) intervention, whereas the control group received only the CR intervention. Cognitive functions were assessed in both groups before and after the 12-week interventions by using the Loewenstein Occupational Therapy Cognitive Assessment-Geriatric. Results: Between-group comparisons revealed significantly greater improvements in orientation, visual-spatial perception, visuomotor organization, thinking operation, and attention/concentration functions in the VR group than in the control group (P < 0.001 for all). Conclusion: Our results showed that 12 weeks of VR-based rehabilitation enhanced cognitive functions in older adults with MCI. Using VR applications in CR is recommended to improve cognitive functions of older adults with MCI.


Subject(s)
Cognition , Cognitive Dysfunction/therapy , Virtual Reality Exposure Therapy/instrumentation , Aged , Cognitive Dysfunction/psychology , Female , Humans , Male , Mental Status and Dementia Tests/statistics & numerical data , Single-Blind Method , Statistics, Nonparametric , Treatment Outcome , Virtual Reality Exposure Therapy/methods , Virtual Reality Exposure Therapy/standards
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