Block and Random Practice: A Wii Fit Dynamic Balance Training in Older Adults

Author(s):  
Min-Jae Jeon ◽  
Hye-Seon Jeon ◽  
Chung-Hwi Yi ◽  
Oh-Yun Kwon ◽  
Sung-Hyun You ◽  
...  
2015 ◽  
Vol 23 (1) ◽  
pp. 24-33 ◽  
Author(s):  
Rachel Proffitt ◽  
Belinda Lange ◽  
Christina Chen ◽  
Carolee Winstein

The purpose of this study was to explore the subjective experience of older adults interacting with both virtual and real environments. Thirty healthy older adults engaged with real and virtual tasks of similar motor demands: reaching to a target in standing and stepping stance. Immersive tendencies and absorption scales were administered before the session. Game engagement and experience questionnaires were completed after each task, followed by a semistructured interview at the end of the testing session. Data were analyzed respectively using paired t tests and grounded theory methodology. Participants preferred the virtual task over the real task. They also reported an increase in presence and absorption with the virtual task, describing an external focus of attention. Findings will be used to inform future development of appropriate game-based balance training applications that could be embedded in the home or community settings as part of evidence-based fall prevention programs.


2018 ◽  
Vol 19 (2) ◽  
pp. 185.e7-185.e13 ◽  
Author(s):  
Steven Morrison ◽  
Rachel Simmons ◽  
Sheri R Colberg ◽  
Henri K Parson ◽  
Aaron I Vinik

2005 ◽  
Vol 13 (2) ◽  
pp. 198-209 ◽  
Author(s):  
Ro DiBrezzo ◽  
Barbara B. Shadden ◽  
Blake H. Raybon ◽  
Melissa Powers

Loss of balance and falling are critical concerns for older adults. Physical activity can improve balance and decrease the risk of falling. The purpose of this study was to evaluate a simple, low-cost exercise program for community-dwelling older adults. Sixteen senior adults were evaluated using the Senior Fitness Test for measures of functional strength, aerobic endurance, dynamic balance and agility, and flexibility. In addition, measures of height, weight, resting blood pressure, blood lipids, and cognitive function were obtained. Participants then attended a 10-week exercise class including stretching, strengthening, and balance-training exercises. At the completion of the program, significant improvements were observed in tests measuring dynamic balance and agility, lower and upper extremity strength, and upper extremity flexibility. The results indicate that exercise programs such as this are an effective, low-cost solution to improving health and factors that affect falling risk among older adults.


2015 ◽  
Vol 23 (1) ◽  
pp. 153-158 ◽  
Author(s):  
Vaughan Patrick Nicholson ◽  
Mark McKean ◽  
John Lowe ◽  
Christine Fawcett ◽  
Brendan Burkett

Objective:To determine the effectiveness of unsupervised Nintendo Wii Fit balance training in older adults.Methods:Forty-one older adults were recruited from local retirement villages and educational settings to participate in a six-week two-group repeated measures study. The Wii group (n = 19, 75 ± 6 years) undertook 30 min of unsupervised Wii balance gaming three times per week in their retirement village while the comparison group (n = 22, 74 ± 5 years) continued with their usual exercise program. Participants’ balance abilities were assessed pre- and postintervention.Results:The Wii Fit group demonstrated significant improvements (P < .05) in timed up-and-go, left single-leg balance, lateral reach (left and right), and gait speed compared with the comparison group. Reported levels of enjoyment following game play increased during the study.Conclusion:Six weeks of unsupervised Wii balance training is an effective modality for improving balance in independent older adults.


2008 ◽  
Vol 40 (Supplement) ◽  
pp. S10
Author(s):  
Christopher J. Knerl ◽  
Petra B. Schuler ◽  
Lemuel W. Taylor ◽  
Ludmila M. Cosio-Lima ◽  
Scott Marzilli ◽  
...  

2021 ◽  
Vol 3 ◽  
Author(s):  
Patrick Y. H. Song ◽  
Daina L. Sturnieks ◽  
Michael K. Davis ◽  
Stephen R. Lord ◽  
Yoshiro Okubo

Background: Walkway and treadmill induced trips have contrasting advantages, for instance walkway trips have high-ecological validity whereas belt accelerations on a treadmill have high-clinical feasibility for perturbation-based balance training (PBT). This study aimed to (i) compare adaptations to repeated overground trips with repeated treadmill belt accelerations in older adults and (ii) determine if adaptations to repeated treadmill belt accelerations can transfer to an actual trip on the walkway.Method: Thirty-eight healthy community-dwelling older adults underwent one session each of walkway and treadmill PBT in a randomised crossover design on a single day. For both conditions, 11 trips were induced to either leg in pseudo-random locations interspersed with 20 normal walking trials. Dynamic balance (e.g., margin of stability) and gait (e.g., step length) parameters from 3D motion capture were used to examine adaptations in the walkway and treadmill PBT and transfer of adaptation from treadmill PBT to a walkway trip.Results: No changes were observed in normal (no-trip) gait parameters in both training conditions, except for a small (0.9 cm) increase in minimum toe elevation during walkway walks (P &lt; 0.01). An increase in the margin of stability and recovery step length was observed during walkway PBT (P &lt; 0.05). During treadmill PBT, an increased MoS, step length and decreased trunk sway range were observed (P &lt; 0.05). These adaptations to treadmill PBT did not transfer to a walkway trip.Conclusions: This study demonstrated that older adults could learn to improve dynamic stability by repeated exposure to walkway trips as well as treadmill belt accelerations. However, the adaptations to treadmill belt accelerations did not transfer to an actual trip. To enhance the utility of treadmill PBT for overground trip recovery performance, further development of treadmill PBT protocols is recommended to improve ecological authenticity.


2015 ◽  
Vol 23 (4) ◽  
pp. 569-579 ◽  
Author(s):  
Wolfram Haslinger ◽  
Lisa Müller ◽  
Nejc Sarabon ◽  
Christian Raschner ◽  
Helmut Kern ◽  
...  

Objective:To determine the effectiveness of exercise in improving sensorimotor function and functional performance, crucial parts of activities of daily living in healthy older adults.Design:RCT.Setting:Laboratory.Participants:39 subjects (M = 71.8 years, range: 61–89 years).Intervention:Task-oriented visual feedback balance training.Primary outcome measure:Timed Up & Go (TUG).Secondary outcome measures:Chair stand test (CST), self-paced walk test, maximum isometric torque, quiet stand posturography, and dynamic balance (DB).Results:Postintervention comparison of the treatment group (TG) and control group (CG) showed better TUG (p < .01), CST (p < .001), and DB (p < .025) for the TG. Pre–post intervention comparison of the TG showed better clinically-relevant outcomes in TUG (p < .001), CST (p < .001), and DB (p < .001).Conclusion:Active driven visual feedback balance training is effective in improving functional performance and dynamic balance in older adults.


2019 ◽  
Vol 7 (3S) ◽  
pp. 48 ◽  
Author(s):  
Mustafa Kaya ◽  
Nazmi Sarıtaş

It is aimed to compare the effects of the two different methods as balance training and wii fit balance games based on game technology on the balance functions of hearing-impaired individuals.36 male born deaf individuals between the ages of 18-22 and playing sports actively have participated in the study. The first group consisted of the ones having balance training, the second group consisted of those playing technological games, and the third group (control group) consisted of individuals having no balance training. The first group was given balance training 3 days a week for 8 weeks. The second group was made to play 30-minute wii fit three days a week for 8 weeks.Statistical difference was between the group playing technological games and control group, and between the group having balance training and control group (p<0.01).A statistical difference was found in dynamic balance values after the study. In the after values, a statistical difference occurred between the control group and the group having balance training and the group playing technological games (p<0.05).In dynamic balance values, a statistical difference occurred in before and after values of the group having balance training and the group playing technological games (p<0.01).As a result of the study comparing the effects of the balance training and game technology based wii fit methods on hearing impaired individuals, it is considered that both practices will be efficient for hearing impaired individuals to improve movements and balance values and to increase daily life activities.


2012 ◽  
Vol 20 (4) ◽  
pp. 442-455 ◽  
Author(s):  
Kristen K. Maughan ◽  
Kristin A. Lowry ◽  
Warren D. Franke ◽  
Ann L. Smiley-Oyen

A 6-wk group balance-training program was conducted with physically active older adults (based on American College of Sports Medicine requirements) to investigate the effect of dose-related static and dynamic balance-specific training. All participants, age 60–87 yr, continued their regular exercise program while adding balance training in 1 of 3 doses: three 20-min sessions/wk (n = 20), one 20-min session/wk (n = 21), or no balance training (n = 19). Static balance (single-leg-stance, tandem), dynamic balance (alternate stepping, limits of stability), and balance confidence (ABC) were assessed pre- and posttraining. Significant interactions were observed for time in single-leg stance, excursion in limits of stability, and balance confidence, with the greatest increase observed in the group that completed 3 training sessions/wk. The results demonstrate a dose-response relationship indicating that those who are already physically active can improve balance performance with the addition of balance-specific training.


Author(s):  
Nuri Kim ◽  
Kangmi Kim ◽  
Jeongeun Lee ◽  
Hakyeong Lee ◽  
Yuri Cha

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