Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy.
Introduction: We investigated the feasibility of using computer-assisted arm rehabilitation (CAAR) computer games in schools. Outcomes were children's preference for single player or dual player mode, and changes in arm activity and kinematics.Method: Nine boys and two girls with cerebral palsy (6–1...
| Publicado en: | Disability & Rehabilitation: Assistive Technology Vol. 11; no. 4; pp. 281 - 289 |
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| Autores principales: | , , , , , , , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
Taylor & Francis Ltd
May2016
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=114118704&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 114118704 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 17483107 1X04 jtl: Disability & Rehabilitation: Assistive Technology issn: 17483107 maglogo: Y pubinfo: dt: May2016 vid: 11 iid: 4 pid: 377 pub: Taylor & Francis Ltd place: Philadelphia, Pennsylvania artinfo: ui: 114118704 114118704 114118704 10.3109/17483107.2014.932020 114118704 ppf: 281 ppct: 8 formats: fmt: – @attributes: type: T – @attributes: type: P tig: atl: Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy. aug: au: Preston, Nick Weightman, Andrew Gallagher, Justin Holt, Raymond Clarke, Michael Mon-Williams, Mark Levesley, Martin Bhakta, Bipinchandra affil: Academic Department of Rehabilitation Medicine, Faulty of Medicine and Health, University of Leeds, Leeds, UK sug: subj: Cerebral Palsy Rehabilitation Upper Extremity Robotics Video Games User-Computer Interface Assistive Technology Human Child Crossover Design Male Female Questionnaires Clinical Assessment Tools Child: 6-12 years Male Female ab: Introduction: We investigated the feasibility of using computer-assisted arm rehabilitation (CAAR) computer games in schools. Outcomes were children's preference for single player or dual player mode, and changes in arm activity and kinematics.Method: Nine boys and two girls with cerebral palsy (6–12 years, mean 9 years) played assistive technology computer games in single-user mode or with school friends in an AB–BA design. Preference was determined by recording the time spent playing each mode and by qualitative feedback. We used the ABILHAND-kids and Canadian Occupational Performance Measure to evaluate activity limitation, and a portable laptop-based device to capture arm kinematics.Results: No difference was recorded between single-user and dual-user modes (median daily use 9.27 versus 11.2 min,p = 0.214). Children reported dual-user mode was preferable. There were no changes in activity limitation (ABILHAND-kids,p = 0.424; COPM,p = 0.484) but we found significant improvements in hand speed (p = 0.028), smoothness (p = 0.005) and accuracy (p = 0.007).Conclusion: School timetables prohibit extensive use of rehabilitation technology but there is potential for its short-term use to supplement a rehabilitation program. The restricted access to the rehabilitation games was sufficient to improve arm kinematics but not arm activity.Implications for RehabilitationSchool premises and teaching staff present no obstacles to the installation of rehabilitation gaming technology.Twelve minutes per day is the average amount of time that the school time table permits children to use rehabilitation gaming equipment (without disruption to academic attendance).The use of rehabilitation gaming technology for an average of 12 minutes daily does not appear to benefit children's functional performance, but there are improvements in the kinematics of children's upper limb. pubtype: Academic Journal doctype: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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