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1.
Int J Dev Disabil ; 67(6): 429-434, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34925773

RESUMO

AIMS: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP). METHODS: 20 girls with SHCP (mean age =9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance game (Microsoft Inc., Redmond, WA, U.S.A.) 'Just Dance 3' and Modified star excursion balance test (SEBT) were used for video game based training and dynamic balance tests, respectively. MANCOVA and ANCOVA Tests were performed at p < 0.05 to analyze the data. RESULTS: Based on MANCOVA test results, there was a significant difference between groups at least in one of the dynamic balance variables (anterior, posterolateral, and posteromedial) after controlling for pretest (F (3, 13) = 41.81, p < .005). Results of ANCOVA test showed a significant difference between the dynamic balance variables in the anterior (F = 52.80, p = 0.001), posterolateral (F = 117.86, p = 0.001), and posteromedial (F = 23.84, p = 0.001) directions in children with cerebral palsy. CONCLUSIONS: This paper proposes that video game based training can successfully guide children with cerebral palsy to improve their balance ability. This virtual system is therefore an interesting tool in the therapies related to the children with cerebral palsy.

2.
Dev Neurorehabil ; 21(8): 515-520, 2018 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-28933977

RESUMO

PURPOSE: The purpose of this study was to investigate the training effects of Virtual Reality (VR) intervention program on reaction time in children with cerebral palsy. METHODS: Thirty boys ranging from 7 to 12 years (mean = 11.20; SD = .76) were selected by available sampling method and randomly divided into the experimental and control groups. Simple Reaction Time (SRT) and Discriminative Reaction Time (DRT) were measured at baseline and 1 day after completion of VR intervention. Multivariate analysis of variance (MANOVA) and paired sample t-test were performed to analyze the results. RESULTS: MANOVA test revealed significant effects for group in posttest phase, with lower reaction time in both measures for the experimental group. Based on paired sample t-test results, both RT measures significantly improved in experimental group following the VR intervention program. CONCLUSIONS: This paper proposes VR as a promising tool into the rehabilitation process for improving reaction time in children with cerebral palsy.


Assuntos
Paralisia Cerebral/reabilitação , Tempo de Reação/fisiologia , Realidade Virtual , Paralisia Cerebral/fisiopatologia , Criança , Feminino , Humanos , Masculino
3.
J Mot Behav ; 39(6): 457-62, 2007 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-18055352

RESUMO

The authors propose a practice-specificity-based model of arousal for achieving peak performance. The study included 37 healthy male physical education students whom they randomly assigned to a high-arousal (n = 19) or low-arousal group (n = 18). To manipulate participants' level of arousal, the authors used motivational techniques. They used heart rate and the Sport Competition Anxiety Test (R. Martens, 1977) to measure the level of arousal that participants achieved. At the determined and given arousal state, the 2 groups performed the task (basketball free throws) for 18 sessions. Both groups performed a retention test at the 2 arousal levels immediately after the last exercise session, in the posttest, and after 10 days. Results showed that both groups learned the task similarly and achieved their peak performance at their experienced arousal level. When tested at an arousal level that differed from the one that they experienced throughout practice sessions, participants' performance had deteriorated significantly. Performance of the task seemed to have integrated with the arousal level of the participants during the task learning. The findings of this study suggest a practice-specificity-based explanation for achieving peak performance.


Assuntos
Nível de Alerta/fisiologia , Desempenho Atlético/psicologia , Prática Psicológica , Desempenho Psicomotor/fisiologia , Adulto , Análise de Variância , Desempenho Atlético/fisiologia , Basquetebol , Exercício Físico/fisiologia , Exercício Físico/psicologia , Retroalimentação Psicológica/fisiologia , Seguimentos , Humanos , Masculino , Motivação , Valores de Referência
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