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The Effect of Feedback on Somesthetic Video Game Training for Improving Balance of Stroke Patients

뇌졸중 환자의 균형 증진을 위한 체감형 전자게임 훈련에 적용되는 되먹임 방식에 따른 효과

  • Ahn, Myung-Hwan (Rusk Rehabilitation Medical Center, Rusk Memorial Hospital) ;
  • Park, Ki-Dong (Rusk Rehabilitation Medical Center, Rusk Memorial Hospital) ;
  • You, Young-Youl (Bronco Rehabilitation Medical Center, Bronco Memorial Hospital)
  • 안명환 (러스크 기념병원 재활치료센터) ;
  • 박기동 (러스크 기념병원 재활치료센터) ;
  • 유영열 (브론코 기념병원 재활치료센터)
  • Received : 2012.07.05
  • Accepted : 2012.09.19
  • Published : 2012.11.30

Abstract

PURPOSE: The purpose of this study is to assess the difference in the effect of provision of feedback on knowledge of performance and knowledge of result in the training using somesthetic video game aimed at enhancement of balance of hemiparalysis patients due to stroke. METHODS: 20 stroke patients participated in the study. The participants were randomly divided into 2 groups, namely, the knowledge of performance feedback group (KP group, n=10) and the knowledge of result feedback group (KR group, n=10). Both groups received somesthetic video game training 5 times (30 minutes each) a week for total of 4 weeks. The KP group received feedback on the patterns of movement in execution of somesthetic video game. The KR group received feedback on the scores acquired following execution of somesthetic video game. Verification of the significance of the data was performed through paired t-test and independent t-test. RESULTS: Both groups displayed significant reduction in the movement of center of pressure (COP) and Timed up and Go (TUG), and significant increase in the Berg Balance Scale (BBS) following the training. Although the movement of COP was reduced for the KP group in comparison to the KR group, it was not statistically significant, and there was significant reduction in TUG and significant increase in BBS. CONCLUSION: The above results illustrate that provision of feedback on knowledge of performance is more effective than feedback on knowledge of result in somesthetic video game training for the purpose of enhancement of balance in stroke patients. Therefore, provision of feedback on knowledge of performance is necessary in somesthetic video game training for stroke patients.

Keywords

References

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