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1.
Am J Occup Ther ; 76(4)2022 Jul 01.
Artículo en Inglés | MEDLINE | ID: mdl-35727642

RESUMEN

IMPORTANCE: Psychometric examinations for patients with stroke remain insufficient. The Center for Epidemiologic Studies Depression Scale (CES-D), Beck Depression Inventory-II (BDI-II), and Geriatric Depression Scale (GDS) are promising outcome measures. OBJECTIVE: To examine and compare the reliability and validity of three depression measures in a sample of patients with stroke. DESIGN: Repeated-measures design. SETTING: A hospital in southern Taiwan. PARTICIPANTS: Fifty-nine outpatients, who completed three depression measures. OUTCOMES AND MEASURES: Cronbach's α and intraclass correlation coefficients (ICCs) were used to examine the internal consistency and test-retest reliability, respectively, of the three measures. An independent-samples t test was conducted to compare two groups of patients with different levels of disability to investigate discriminative validity. Pearson's rs were calculated among the three measures to examine concurrent validity. RESULTS: The three measures had good internal consistency (α = .85-.92) and sufficient test-retest reliability (ICC = .84-.91). The minimal detectable change (percentage of minimal detectable change) was 10.6 (63.3%), 13.5 (98.3%), and 5.8 (49.9%) for the CES-D, BDI-II, and GDS, respectively. There was a statistically significant difference between the two groups in CES-D score (p = .032) and no significant differences on the other two measures (p = .095-.187). The correlations among the three measures ranged from .79 to .89. CONCLUSION AND RELEVANCE: All three depression measures had sound internal consistency, test-retest reliability, and concurrent validity in patients with stroke. What This Article Adds: Of the three measures, the CES-D had better discriminative validity, and the GDS demonstrated greater reliability and smaller random measurement error in patients with stroke.


Asunto(s)
Depresión , Accidente Cerebrovascular , Anciano , Depresión/diagnóstico , Humanos , Psicometría , Reproducibilidad de los Resultados , Accidente Cerebrovascular/complicaciones , Encuestas y Cuestionarios , Taiwán
2.
Disabil Rehabil ; 44(11): 2456-2463, 2022 06.
Artículo en Inglés | MEDLINE | ID: mdl-33103489

RESUMEN

PURPOSE: The Motor-Free Visual Perception Test-4 (MVPT-4) is a multidimensional measure of visual perception with five subscales (visual discrimination, figure-ground, visual memory, spatial relationships, and visual closure). The purpose of this study was to examine practice effect and test-retest reliability of the MVPT-4 over four serial assessments in patients with stroke. METHODS: We recruited outpatients with stroke with age above 20 years, able to follow instructions, and able to sign informed consent. We excluded patients who had visual neglect and visual deficits (e.g., diplopia, cataract, and glaucoma). Sixty patients completed the MVPT-4 four times, one week apart. Cumulative and plateau phases of the practice effect were evaluated across four assessments. Test-retest reliability was examined using the intraclass correlation coefficient (ICC). RESULTS: The MVPT-4 scale and five subscales showed cumulative phases. Only the spatial relationships subscale may have reached a plateau phase at the second assessment. The ICC values of the MVPT-4 scale and five subscales were 0.48-0.87. The minimum and maximum values of the 90% confidence interval (CI) of reliable change index modified for practice (RCIp) were: MVPT-4 scale [-5.0, 7.7]; visual discrimination [-1.7, 2.1]; figure-ground [-2.0, 2.6]; visual memory [-2.6, 3.2]; spatial relationships [-2.3, 3.0]; and visual closure [-2.5, 2.8]. CONCLUSIONS: The MVPT-4 scale and five subscales appeared increasing trends of practice effects and moderate to excellent test-retest reliability in patients with stroke. The minimum and maximum values of the 90% CI RCIp for the spatial relationships subscale which may have reached a plateau phase that can help clinicians and researchers to ascertain whether the real score change is occurred for an individual patient.Implications for rehabilitationThree multilevel regression models were conducted to evaluate the plateau phase of the practice effect over four assessments.The patterns of practice effects and evidences of test-retest reliability of the MVPT-4 scale and five subscales over four serial assessments can be used to follow the progress of patients with stroke.The minimum and maximum values of the 90% CI RCIp of the MVPT-4 can assist clinicians and researchers to explain score changes for an individual patient with stroke.


Asunto(s)
Trastornos de la Percepción , Accidente Cerebrovascular , Adulto , Humanos , Reproducibilidad de los Resultados , Accidente Cerebrovascular/complicaciones , Percepción Visual , Adulto Joven
3.
Eur J Phys Rehabil Med ; 55(5): 542-550, 2019 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-30781936

RESUMEN

BACKGROUND: Virtual reality and interactive video games could decrease the demands on the time of the therapists. However, the cost of a virtual reality system and the requirement for technical support limits the availability of these systems. Commercial exergames are not specifically designed for therapeutic use, most patients with hemiplegic stroke are either too weak to play the games or develop undesirable compensatory movements. AIM: To develop Kinect2Scratch games and compare the effects of training with therapist-based training on upper extremity (UE) function of patients with chronic stroke. DESIGN: A randomized controlled single-blinded trial. SETTING: An outpatient rehabilitation clinic of a tertiary hospital. POPULATION: Thirty-three patients with chronic hemiplegic stroke. METHODS: We developed 8 Kinect2Scratch games. The participants were randomly assigned to either a Kinect2Scratch game group or a therapist-based training group. The training comprised 24 sessions of 30 minutes over 12 weeks. The primary outcome measure was the Fugl-Meyer UE scale and the secondary outcome measures were the Wolf Motor Function Test and Motor Activity Log. Patients were assessed at baseline, after intervention, and at the 3-month follow-up. We used the Pittsburgh participation scale (PPS) to assess the participation level of patients at each training session and an accelerometer to assess the activity counts of the affected UE of patients was used at the 12th and 24th training sessions. RESULTS: Seventeen patients were assigned to the Kinect2Scratch group and 16 were assigned to the therapist-based training group. There were no differences between the two groups for any of the outcome measures postintervention and at the 3-month follow-up (all P>0.05). The level of participation was higher in the Kinect2Scratch group than in the therapist-based training group (PPS 5.25 vs. 5.00, P=0.112). The total activity counts of the affected UE was significantly higher in the Kinect2Scratch group than in the therapist-based training group (P<0.001). CONCLUSIONS: Kinect2Scratch game training was feasible, with effects similar to those of therapist-based training on UE function of patients with chronic stroke. CLINICAL REHABILITATION IMPACT: Kinect2Scratch games are low-cost and easily set-up games, which may serve as a complementary strategy to conventional therapy to decrease therapists' work load.


Asunto(s)
Rehabilitación de Accidente Cerebrovascular , Accidente Cerebrovascular/fisiopatología , Extremidad Superior/fisiopatología , Juegos de Video , Realidad Virtual , Anciano , Enfermedad Crónica , Evaluación de la Discapacidad , Femenino , Humanos , Masculino , Persona de Mediana Edad , Recuperación de la Función , Método Simple Ciego
4.
Disabil Rehabil ; 41(1): 104-109, 2019 01.
Artículo en Inglés | MEDLINE | ID: mdl-28927308

RESUMEN

PURPOSE: The Test of Visual Perceptual Skills-Third Edition (TVPS-3) with seven subscales has been used to assess visual perception in patients with stroke. The purpose of this study was to investigate ecological validity, convergent validity, and discriminative validity of the TVPS-3 in patients with stroke. METHODS: One hundred patients were assessed with the TVPS-3, two measures of activities of daily living, and two cognitive measures. To examine ecological validity, we calculated correlations (Pearson's r) among the TVPS-3 and two measures of activities of daily living. To examine convergent validity, correlations (r) were estimated among the TVPS-3 and two cognitive measures. To examine discriminative validity, independent t-test was used to compare the two groups with different levels of disability and to detect whether there were statistically significant differences in the TVPS-3 between these groups. RESULTS: The correlations were 0.21-0.48 among the TVPS-3 and two measures of activities of daily living. The correlations were 0.29-0.68 among the TVPS-3 and two cognitive measures. Between the two groups, the t-test results showed statistically significant difference (p < 0.05) for the overall scale and the five subscales of the TVPS-3. CONCLUSIONS: The TVPS-3 has acceptable convergent validity, ecological validity, and discriminative validity and is useful to assess the visual perception in patients with stroke. Implications for rehabilitation The Test of Visual Perceptual Skills-Third Edition is a motor free visual perception test, which is an adequate tool for use in patients with stroke. The Test of Visual Perceptual Skills-Third Edition showed acceptable ecological validity, convergent validity, and discriminative validity in patients with stroke.


Asunto(s)
Actividades Cotidianas , Cognición , Evaluación de la Discapacidad , Personas con Discapacidad/rehabilitación , Accidente Cerebrovascular , Percepción Visual , Anciano , Femenino , Humanos , Masculino , Persona de Mediana Edad , Reproducibilidad de los Resultados , Accidente Cerebrovascular/diagnóstico , Accidente Cerebrovascular/fisiopatología , Accidente Cerebrovascular/psicología
5.
Games Health J ; 7(5): 327-334, 2018 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-30124337

RESUMEN

AIM: The Scratch programming language allows learner developers to write games. The Kinect2Scratch extension makes Scratch games with bodily motion control possible by connecting to Microsoft's Kinect sensor. This study examined the feasibility and possible efficacy of a suite of motion-controlled games designed for upper extremity (UE) training in children with cerebral palsy (CP) using Kinect2Scratch. MATERIALS AND METHODS: This is a proof-of-concept study. We developed three games, requiring three UE movement patterns (shoulder holding, reaching, and handclap), for use in children with CP. The primary outcome was feasibility, addressed by adherence, engagement, satisfaction, and safety. The secondary outcome was efficacy, which was evaluated by Quality of Upper Extremities Skills Test (QUEST), Box and Block Test (BBT), Melbourne Assessment 2 (MA2) test, and ABILHAND-kids score. RESULTS: Thirteen children with CP (mean age 6.9 years) received 24 sessions of training (30 minutes per session). The adherence rate was 100%. During the first 2 weeks of training, children had a significantly higher level of participation in Kinect2Scratch training than in conventional rehabilitation [Pittsburgh Participation Scale, median (interquartile range [IQR]), 6 (3-6) vs. 4 (3-6) P = 0.04]. However, during the last 2 weeks of training, there was no significant difference in participation between the Kinect2Scratch and conventional training [Pittsburgh Rehabilitation Participation Scale, median (IQR), 4 (3-5) vs. 4 (3-6) P = 0.55]. Most children enjoyed playing the games. The mean score of enjoyment was 4.54 ± 0.66. There were no adverse events during the training periods. The children had significant improvement in total score of QUEST and MA2. There were no significant improvements in BBT and ABILHAND-kids score. CONCLUSION: Using Kinect2Scratch games for UE training is a feasible adjunctive program for children with CP.


Asunto(s)
Parálisis Cerebral/rehabilitación , Desempeño Psicomotor/fisiología , Extremidad Superior/fisiopatología , Juegos de Video/tendencias , Niño , Preescolar , Femenino , Humanos , Masculino , Prueba de Estudio Conceptual , Encuestas y Cuestionarios , Resultado del Tratamiento , Extremidad Superior/fisiología
6.
Eur J Phys Rehabil Med ; 53(5): 694-702, 2017 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-28382812

RESUMEN

BACKGROUND: The exergaming training involves motor as well as cognitive stimulation. Although exergame studies have been reported to have benefits in motor function, the effects of exergames on improving cognitive function remain inconclusive. Moreover, no study has been reported in stroke patients. AIM: The objective of this study was to compare the cognitive effects of 2 weight-shifting controlled exergaming systems and conventional weight- shifting training in patients with chronic stroke. DESIGN: This was a single-blind randomized controlled trial. SETTING: All participants were recruited from a rehabilitation department of a tertiary hospital. POPULATION: Patients (N.=37) with chronic hemiplegic stroke. METHODS: Patients were randomly allocated to one of the Wii Fit, Tetrax biofeedback, or conventional weight-shifting training groups. All interventions were administered 30 minutes per session, twice a week for 12 weeks. We used total score and the 9 domain scores of Cognitive Abilities Screening Instrument Chinese version (CASI C-2.0), and Berg Balance Scale (BBS) as the outcome measures. The outcome measures were assessed before and after training, and at 3 months follow-up. RESULTS: There were no significant differences among the 3 groups in the percentage of change in CASI total score and BBS, either post intervention or at the 3-month follow-up. At assessing the percentage of change in each domain of CASI, we found significant differences among the 3 groups in the abstraction/judgment domain after intervention (Wii Fit 16.25 [9.77, 37.50]% vs. Tetrax 0.00 [-10.00, 0.00]% vs. weight-shift 11.00 [0.00, 14.38]%, P=0.01], and at the 3-month follow-up (Wii Fit 20.00 [10.83, 31.25]% vs. Tetrax -10.00 [-11.11, 10.00]% vs. weight-shifting 0.00 [-2.27, 11.46]%, P=0.01). The differences came from the differences between Wii Fit and Tetrax mainly. There were significant differences among the 3 groups in language domain after intervention (Wii Fit 0.00 [0.00, 5.54]% vs. Tetrax 0.00 [-3.00, 0.00]% vs. weight-shift 0.00 [0.00, 0.00]%, P=0.045), but not at the 3-month follow-up (P=0.13). There was no correlation between the percentage of change in BBS and CASI total score postintervention ( r=-0.15 P=0.38). CONCLUSIONS: Wii Fit games training might be beneficial in some cognitive functions, such as abstraction/judgment, language in patients with chronic stroke. Wii Fit games, the commercial entertainment exergames, had superior effect in abstract/judgment and language domains as compared to the rehabilitation exergame (Tetrax balance system). Hence, Wii Fit games might be considered as a tool in post-stroke cognitive rehabilitation programs.


Asunto(s)
Cognición/fisiología , Terapia por Ejercicio/métodos , Equilibrio Postural/fisiología , Rehabilitación de Accidente Cerebrovascular/métodos , Accidente Cerebrovascular/diagnóstico , Juegos de Video , Anciano , Atención Ambulatoria , Biorretroalimentación Psicológica , Peso Corporal , Enfermedad Crónica , Femenino , Estudios de Seguimiento , Humanos , Masculino , Persona de Mediana Edad , Proyectos Piloto , Valores de Referencia , Método Simple Ciego , Accidente Cerebrovascular/terapia , Rehabilitación de Accidente Cerebrovascular/instrumentación , Centros de Atención Terciaria , Resultado del Tratamiento
7.
Arch Phys Med Rehabil ; 97(11): 1917-1923, 2016 11.
Artículo en Inglés | MEDLINE | ID: mdl-27240434

RESUMEN

OBJECTIVES: To examine the test-retest reliability, calculate minimal detectable change (MDC), and report internal consistency of the Test of Visual Perceptual Skills-Third Edition (TVPS-3) in patients with stroke. DESIGN: Repeated-measures design (at an interval of 2wk). SETTING: Medical center. PARTICIPANTS: Patients (N=50) with chronic stroke who completed the TVPS-3. INTERVENTIONS: Not applicable. MAIN OUTCOME MEASURES: TVPS-3 that contains 7 subscales, namely, visual discrimination, visual memory, spatial relations, form constancy, sequential memory, visual figure-ground, and visual closure. RESULTS: The intraclass correlation coefficient value of the overall scale was .92 and those of the 7 subscales were .53 to .82. The MDC values of the overall scale and the subscales were 18.1 and 5.4 to 7.1, respectively. The MDC% value of the overall scale was 16.2% (<30%), showing acceptable random measurement error. However, the MDC% values of the subscales were 33.7% to 44.1% (>30%), indicating substantial random measurement errors. The Cronbach α of the 7 subscales were .71 to .89, indicating good internal consistency. CONCLUSIONS: Our results showed that the overall scale of the TVPS-3 had satisfactory test-retest reliability. However, the subscales demonstrated insufficient test-retest reliability. Therefore, the subscales should be used cautiously to explain the test results over repeated assessments in patients with stroke.


Asunto(s)
Modalidades de Fisioterapia , Rehabilitación de Accidente Cerebrovascular/métodos , Pruebas de Visión , Percepción Visual , Anciano , Femenino , Humanos , Masculino , Persona de Mediana Edad , Reproducibilidad de los Resultados
8.
Arch Phys Med Rehabil ; 95(9): 1629-37, 2014 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-24862764

RESUMEN

OBJECTIVE: To compare the effects of exergaming with conventional weight-shift training on balance function in patients with chronic stroke. DESIGN: Single-blind randomized controlled trial. SETTING: Medical center. PARTICIPANTS: Patients (N=30) with chronic stroke and balance deficits. INTERVENTIONS: Twelve weeks of Wii Fit training or conventional weight-shift training. MAIN OUTCOME MEASURES: Static balance was assessed using posturography. We recorded the stability index and percentage of weight bearing on the affected leg in 8 positions. We also used the timed Up and Go and forward reach tests for dynamic balance evaluation, Falls Efficacy Scale-International for fear of falling assessment, and Physical Activity Enjoyment Scale for estimating the enjoyment of training. RESULTS: The exergaming group showed more improvement in stability index than the control group in head straight with eyes open while standing on a foam surface, eyes closed while standing on a solid surface with head turned 30° to the left, and eyes closed while standing on a solid surface with head turned up positions (time-group interaction P=.02, .04, and .03, respectively); however, the effects were not maintained. At 3-month follow-up, the control group showed more improvement in weight-bearing symmetry in the head straight with eyes open while standing on a solid surface position than the exergaming group (time-group interaction P=.03). Both groups showed improvement in the timed Up and Go test, forward reach test, and fear of falling. The improvement in fear of falling was not maintained. The exergaming group enjoyed training more than the control group (P=.03). CONCLUSIONS: Exergaming is enjoyable and effective for patients with chronic stroke.


Asunto(s)
Mareo/rehabilitación , Equilibrio Postural , Rehabilitación de Accidente Cerebrovascular , Accidente Cerebrovascular/fisiopatología , Juegos de Video , Soporte de Peso , Enfermedad Crónica , Mareo/etiología , Mareo/fisiopatología , Terapia por Ejercicio , Estudios de Factibilidad , Femenino , Estudios de Seguimiento , Humanos , Masculino , Persona de Mediana Edad , Fuerza Muscular , Modalidades de Fisioterapia , Método Simple Ciego , Accidente Cerebrovascular/complicaciones , Resultado del Tratamiento
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