scholarly journals Use of Virtual Reality to Improve Upper-Extremity Control in Children With Cerebral Palsy: A Single-Subject Design

2007 ◽  
Vol 87 (11) ◽  
pp. 1441-1457 ◽  
Author(s):  
Yu-Ping Chen ◽  
Lin-Ju Kang ◽  
Tien-Yow Chuang ◽  
Ji-Liang Doong ◽  
Shwn-Jan Lee ◽  
...  

Background and Purpose Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically manipulated in various contexts. The purpose of this study was to investigate the training effects of a VR intervention on reaching behaviors in children with cerebral palsy (CP). Participants Four children with spastic CP were recruited. Method A single-subject design (A-B with follow-up) was used. All children were evaluated with 3 baseline, 4 intervention, and 2 follow-up measures. A 4-week individualized VR training program (2 hours per week) with 2 VR systems was applied to all children. The outcome measures included 4 kinematic parameters (movement time, path length, peak velocity, and number of movement units) for mail-delivery activities in 3 directions (neutral, outward, and inward) and the Fine Motor Domain of the Peabody Developmental Motor Scales–Second Edition (PDMS-2). Visual inspection and the 2-standard-deviation–band method were used to compare the outcome measures. Results Three children who had normal cognition showed improvements in some aspects of reaching kinematics, and 2 children’s change scores on the PDMS-2 reached the minimal detectable change during the intervention. The improvements in kinematics were partially maintained during follow-up. Discussion and Conclusion A 4-week individualized VR training program appeared to improve the quality of reaching in children with CP, especially in children with normal cognition and good cooperation. The training effects were retained in some children after the intervention.

Author(s):  
Elisa Valenzuela ◽  
Renata Rosa ◽  
Carlos Monteiro ◽  
Leslie Keniston ◽  
Kênnea Ayupe ◽  
...  

Purpose: To evaluate the effects of a short-term intensive virtual reality intervention in adolescents with cerebral palsy (CP). Methods: Single-subject design, type A–B-follow-up, with four participants (P) with CP, 15–18 years, GMFCS level II. A two-week intervention phase was performed with twelve Nintendo® Wii games in six sessions (90 min) per week. Outcome variables were semi-static balance (Pressure Center Oscillation—PCO), gait speed (Ten Meter Walk Test at usual speed—TMWT-U; and fast speed—TMWT-F), mobility (Timed Up and Go test—TUG), endurance (sit-to-stand test 5 times—STS-5), and gross motor activity (Gross Motor Function Measure—GMFM). Results: Statistical improvements were observed in GMFM-D (P2–P3), TMWT-F (P2–P3–P4) and TMWT-U (P2), STS-5 (P3–P4), TUG (P3), and PCO (P2–P3), assessed by level, trend, latency, and visual inspection to analyze change. Conclusions: This study shows that a short-term intensive intervention using Nintendo® Wii-based games in adolescents, GMFCS level II, can be an effective therapy, leading to some recovery of functioning in these young people.


2020 ◽  
Vol 4 (S1) ◽  
pp. S1-54-S1-61
Author(s):  
Ben Laslett ◽  
Mark Uphill

This study examined the influence of two interventions (therapeutic letter to self; values targeting) on student-athletes’ mental health using two variants of a single-subject design: a multiple-baseline single-subject design and a probe design. Four high-ability student-athletes (two males and two females) who competed in various sports (e.g., soccer and cycling) completed two preintervention measures (Mental Health Continuum Short Form; Clinical Outcomes Routine Evaluation 10) at baseline. These measures were then readministered after Intervention 1, Intervention 2, and at a 2-week follow-up using a probe design. Mental well-being (Short Warwick-Edinburgh Mental Well-Being Scale) was assessed every 2 days from start to finish using a multiple-baseline across-participants design. Data were analyzed via visual inspection methods, specifically, immediacy of effect, mean change, effect sizes, and percentage of overlapping data. Results indicated that two participants who completed the study (Nina and Tim) showed an increase in total mental health and a decrease in psychological distress from baseline to follow-up. Findings are discussed with respect to prior research and study limitations.


2002 ◽  
Vol 82 (7) ◽  
pp. 658-669 ◽  
Author(s):  
Sherri L Cadenhead ◽  
Irene R McEwen ◽  
David M Thompson

Abstract Background and Purpose. People with spastic cerebral palsy often receive passive stretching that is intended to maintain or increase joint passive range of motion (PROM) even though the effectiveness of these exercises has not been definitively demonstrated. The purpose of this study was to determine the effect of PROM exercises on 6 adults with spastic quadriplegia and contractures. Participants. Four men and 2 women (X̄=31 years of age, range=20–44 years) who lived in an institution for people with mental retardation participated in the study. Methods. The authors used 2 multiple baseline designs. Three participants (group 1) received lower-extremity PROM exercises during phase A; PROM exercises were discontinued during phase B. Three participants (group 2) did not receive PROM exercises during phase A; PROM exercises were initiated during phase B. Data were analyzed using visual analysis and the C statistic. Results. Results varied with the method of analysis; however, phase A and phase B measurements, overall, did not differ for either group. Discussion and Conclusion. This study demonstrated use of a single-subject design to measure the effect of PROM exercises on adults with cerebral palsy. The authors concluded that the PROM exercise protocol did not have an effect on the lower-extremity goniometric measurements of the participants.


2019 ◽  
Vol 4 (2) ◽  
pp. 4-9
Author(s):  
Karyanti Karyanti ◽  
Yanti Agustina

Layanan Konseling Kelompok Dengan Teknik Menggambar Untuk Menurunkan Emosi Marah Peserta Didik di SMA Negeri-2 Palangka Raya Tahun Ajaran 2017/2018. Penelitian ini bertujuan untuk mengetahui keberhasilan Layanan Konseling Kelompok Dengan Teknik Menggambar Untuk Menurunkan Emosi Marah Peserta Didik Di SMA Negeri-2 Palangka Raya. Rancangan penelitian ini menggunakan Single Subject Design (SSD) dengan Multiple Baseline Across Subject. Subjek dalam penelitian ini adalah 9 pesera didik di kelas X MIPA-6 SMA Negeri 2 Palangkaraya tahun ajaran 2017/2018 yang teridentifikasi sebagai peserta didik yang berperilaku emosi marah dalam kategori cendrung tinggi, masing-masing diidentifikasi dari rubic observasi analisis analisis visual dengan memperhatikan perubahan level dan trend. Hasil analisis menunjukan kesembilan subjek pada fase baseline memiliki perilaku emosi marah yang cendrung tinggi. Pada fase intervensi terakhir kesembilan subjek mengalami penurunan kategori dari kategori tinggi menjadi sedang dan dari kategori sedang menjadi rendah. Pada fase berikutnya yaitu pada fase maintenance atau fase follow up, pergerakan data stabil seperti data pada pengukuran intervensi. Berdasarkan data tersebut trend dan level mengalami penurunan yang cukup tajam. Hal ini dapat disimpulkan bahwa layanan konseling kelompok dengan teknik menggambar dapat mengurangi emosi marah peserta didik di kelas X MIPA-6 SMA Negeri 2 Palangkaraya


2014 ◽  
Vol 36 (1) ◽  
pp. 12-20 ◽  
Author(s):  
Marga A. W. Martens ◽  
Marleen J. Janssen ◽  
Wied A. J. J. M. Ruijssenaars ◽  
Mark Huisman ◽  
J. Marianne Riksen-Walraven

This study examined the effects of a 20-week intervention to foster affective involvement during interaction and communication between an adult with congenital deafblindness (CDB) and his caregivers in a group home and a daytime activities center. Using a single-subject design, we examined whether the intervention increased affective involvement between the participant and his caregivers, and whether the participant’s positive emotions increased and his negative emotions decreased. In both settings, an increase in affective involvement and very positive emotions coincided with the onset of the intervention, with the clearest effects in the daytime activities center. Negative emotions decreased in the daytime activities center. During follow-up, affective involvement decreased in both settings but remained above baseline. The caregivers indicated that it was easier to share positive emotions than negative emotions. This study demonstrates that it is possible to foster affective involvement with an adult with CDB, both during interaction and communication.


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