Video temelli oyunların serebral palsili bireylerde denge, gövde propriyosepsiyonu, motivasyon ve yaşam kalitesine etkilerinin incelenmesi
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Dosyalar
Tarih
2024
Yazarlar
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Yayıncı
Hatay Mustafa Kemal Üniversitesi
Erişim Hakkı
info:eu-repo/semantics/openAccess
Özet
Bu çalışmanın amacı; serebral palsili (SP) bireylerin rehabilitasyonunda kullanılan video temelli oyunların denge, propriyosepsiyon duyusu, motivasyon ve yaşam kalitesi üzerine yaşa bağlı etkilerini incelemektir. Çalışmamızda yaşı 4-18 yıl aralığında değişen 42 SP'li birey katıldı. Bireyler 4-11 yaş aralığında olanlar çocuk ve 12-18 yaş aralığında olanlar ergen olarak ikiye ayrıldı. Sonrasında iki yaş grubuda kendi içlerinde olgu ve kontrol grubu olarak randomize edildi. Olgu grubunda 4-11 yaş arası on bir birey ve 12-18 yaş arası on birey, kontrol grubunda da 4-11 yaş arası on bir birey ve 12-18 yaş arası on birey yer aldı. Her gruba toplam 10 hafta süreyle haftada 2 kez olmak üzere fizyoterapi ve rehabilitasyon programı uygulandı. Buna ek olarak olgu gruplarına haftada 2 defa ortalama 20-30 dakika Xbox Kinect 360® oyun cihazında video temelli oyunlarla eğitim verildi. Bireylerin ICF (İşleyiş, Engellilik ve Sağlığın Uluslararası Sınıflandırması)'e göre değerlendirilmesinde denge için tek ayak üzerinde durma testi, gövde propriyosepsiyon duyusu için Açı Tekrarlama Testi, motivasyon için Pediatrik Motivasyon Ölçeği ve yaşam kalitesi için Çocuklar için Yaşam Kalitesi Ölçeği kullanıldı. Tedavinin sonucunda, denge bakımından tek ayak üzerinde duruş süreleri baz alındığında hem kontrol grubu hem de olgu grubunda anlamlı artış görüldü. Gövde propriyosepsiyon duyusunda ise 2 grupta da tedavi sonrasında fark görülmedi. Motivasyon ve yaşam kalitesi bakımından ise sadece olgu grubunda anlamlı bir artış görüldü (p<0,05). Dört grup içinde en yüksek değişim oranının ise, gövde propriosepsiyon duyusunda olgu çocuk grubunda; tek ayak üzerinde durma süresi ve motivasyonda olgu ergen grubunda olduğu belirlendi. Yaşam kalitesi puanlarına göre ise duygusal sağlık olarak en fazla değişim olgu ergen grubunda yaşanırken diğer tüm parametrelerde en fazla artış olgu çocuk grubunda oldu. Bu çalışmanın sonuçlarına göre fizyoterapi ve rehabilitasyon programına ek olarak uygulanan video temelli oyunların SP'li çocuklarda motivasyon ve yaşam kalitesi bakımından etkili olduğu bulundu. Video temelli oyunların ergenler ve çocuklarda aynı parametre için aynı gelişmeyi göstermediği, bireyde gelişim beklenirken yaşa dikkat edilmesi gerektiği görüldü.
The purpose of this study; to examine the age-related effects of video-based games used in the rehabilitation of individuals with cerebral palsy (CP) on balance, proprioception, motivation and quality of life. In our study, 42 individuals with CP aged between 4-18 years participated. The individuals were divided into two groups as children aged 4-11 years and adolescents aged 12-18 years. Then, both age groups were randomised as case and control groups. Eleven individuals aged 4-11 years and ten individuals aged 12-18 years were included in the case group, and eleven individuals aged 4-11 years and ten individuals aged 12-18 years were included in the control group. Physiotherapy and rehabilitation programs were applied to each group twice a week for a total of 10 weeks. In addition, the case groups were trained with video-based games on the Xbox Kinect 360® gaming device for an average of 20-30 minutes twice a week. In the evaluation of individuals according to ICF (International Classification of Functioning, Disability and Health), the one-leg standing test was used for balance, the Angle Repetition Test for trunk proprioception, the Pediatric Motivation Scale for motivation and the Quality of Life Scale for Children for quality of life. As a result of the treatment, a significant increase was observed in both the control group and the case group based on the duration of standing on one leg in terms of balance. No significant difference was observed in the trunk proprioception sensation after treatment in both groups. In terms of motivation and quality of life, a significant increase was observed only in the case group (p<0.05). Among the four groups, the highest rate of change was found in the case child group in trunk proprioception sense, and in the case adolescent group in the duration of standing on one leg and motivation. According to the quality of life scores, the highest change in emotional health was observed in the adolescent group, while the highest increase in all other parameters was observed in the child group. According to the results of this study, video-based games applied in addition to the physiotherapy and rehabilitation program were found to be effective in terms of motivation and quality of life in children with CP. It was observed that video-based games did not show the same development for the same parameters in adolescents and children, and age should be taken into consideration when expecting development in the individual.
The purpose of this study; to examine the age-related effects of video-based games used in the rehabilitation of individuals with cerebral palsy (CP) on balance, proprioception, motivation and quality of life. In our study, 42 individuals with CP aged between 4-18 years participated. The individuals were divided into two groups as children aged 4-11 years and adolescents aged 12-18 years. Then, both age groups were randomised as case and control groups. Eleven individuals aged 4-11 years and ten individuals aged 12-18 years were included in the case group, and eleven individuals aged 4-11 years and ten individuals aged 12-18 years were included in the control group. Physiotherapy and rehabilitation programs were applied to each group twice a week for a total of 10 weeks. In addition, the case groups were trained with video-based games on the Xbox Kinect 360® gaming device for an average of 20-30 minutes twice a week. In the evaluation of individuals according to ICF (International Classification of Functioning, Disability and Health), the one-leg standing test was used for balance, the Angle Repetition Test for trunk proprioception, the Pediatric Motivation Scale for motivation and the Quality of Life Scale for Children for quality of life. As a result of the treatment, a significant increase was observed in both the control group and the case group based on the duration of standing on one leg in terms of balance. No significant difference was observed in the trunk proprioception sensation after treatment in both groups. In terms of motivation and quality of life, a significant increase was observed only in the case group (p<0.05). Among the four groups, the highest rate of change was found in the case child group in trunk proprioception sense, and in the case adolescent group in the duration of standing on one leg and motivation. According to the quality of life scores, the highest change in emotional health was observed in the adolescent group, while the highest increase in all other parameters was observed in the child group. According to the results of this study, video-based games applied in addition to the physiotherapy and rehabilitation program were found to be effective in terms of motivation and quality of life in children with CP. It was observed that video-based games did not show the same development for the same parameters in adolescents and children, and age should be taken into consideration when expecting development in the individual.
Açıklama
Anahtar Kelimeler
Fizyoterapi ve Rehabilitasyon, Physiotherapy and Rehabilitation