Evaluation of gross motor function before and after virtual reality application
Abstract Introduction: Recently virtual reality has been aggregated to the therapeutic possibilities for patients who need functionality gains, such as individuals with cerebral palsy (CP). Aim: to evaluate the effects of virtual reality on the gross motor function of individuals with CP. Methods: l...
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Veröffentlicht in: | Fisioterapia em movimento 2016-03, Vol.29 (1), p.131-136 |
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Zusammenfassung: | Abstract Introduction: Recently virtual reality has been aggregated to the therapeutic possibilities for patients who need functionality gains, such as individuals with cerebral palsy (CP). Aim: to evaluate the effects of virtual reality on the gross motor function of individuals with CP. Methods: longitudinal study, realized in a special education school, with five individuals with CP (7.4 years of age ± 1.14) of both sexes, evaluated using the B, D and E dimensions of the GMFM 88, before and after the application of three Wii Fit Plus(r) console games: Hula Hoop, Slide Penguin and Soccer Heading. These games were applied for four minutes per game, at the beginner level, twice a week, for twelve consecutives weeks. The normality of the sample was evaluated through the Shapiro-Wilk's test. The results obtained before and after the Wii Fit(r) application were compared using descriptive statistics. Results: all the individuals obtained improvements in the dimensions evaluated after the virtual reality application, with a 5.14% general improvement, varying between 1.9% and 9.6%. The standing (D) and walking, running and jumping (E) dimensions were the dimensions which obtained higher improvement percentages. Conclusion: considering the study limitations, the results obtained suggest that virtual reality can promote benefits in the gross motor function of individuals with cerebral palsy.
Resumo Introdução: Recentemente a realidade virtual vem sendo agregada às possibilidades terapêuticas para pacientes que necessitam de ganhos de funcionalidade, tais como, os indivíduos com paralisia cerebral (PC). Objetivo: avaliar os efeitos da realidade virtual na função motora grossa de indivíduos com paralisia cerebral. Metodologia: estudo longitudinal, realizado em uma escola de educação especial com cinco indivíduos com PC (7,4 anos ± 1,14) de ambos os gêneros, avaliados por meio da GMFM 88, nas suas dimensões B, D e E, antes e após a aplicação de três jogos do console Wii Fit plus(r), hula hoop, slide pinguim e soccer heading. Todos os jogos foram aplicados no nível iniciante, por doze semanas consecutivas, duas vezes na semana, sendo cada jogo aplicado por quatro minutos. A normalidade da amostra foi avaliada por meio do teste Shapiro Wilke. Os resultados obtidos pré e pós aplicação do vídeo game Wii Fit(r) foram comparados por meio da estatística descritiva. Resultados: todos os indivíduos obtiveram melhora nas dimensões avaliadas após a aplicação da realidade virtua |
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ISSN: | 0103-5150 1980-5918 0103-5150 |
DOI: | 10.1590/0103-5150.029.001.AO14 |