• Title/Summary/Keyword: Craniocervical flexion training

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Effects of Active Craniocervical Movement Training Using a Cognitive Game on Stroke Patients' Balance (인지적 게임을 이용한 능동적 두경부 움직임 훈련이 뇌졸중 환자의 균형에 미치는 영향)

  • Kim, Mi-sun;Choi, Woo-sung;Choi, Jong-Duk
    • Physical Therapy Korea
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    • v.28 no.1
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    • pp.47-52
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    • 2021
  • Background: Compared with normal people, stroke patients have decreased voluntary craniocervical motion, which affects their balance. Objects: This study was conducted in order to examine the effects of active craniocervical movement training using a cognitive game on stroke patient's cervical movement control ability, balance, and functional mobility. Methods: The subject of this study were 29chronic stroke patients who were randomly allocated to either an experimental, cognitive game group (n = 15), or control group (n = 14), to which only neuro-developmental treatment (NDT) was applied. The intervention was conducted 5 times per week, 30 minutes per each time, for a total of 4 weeks. Active angle reproduction test, static stability test, limits of stability test, and Time up and Go (TUG) test, respectively, were carried out in order to evaluate cervical movement control ability, static balance, dynamic balance, and functional mobility. Paired t-test was used in order to compare differences between prior to after the intervention, along with an independent-test in order to compare prior to and after-intervention differences between the two groups. Results: After the craniocervical training with a body-driven cognitive game, the experimental group showed significant differences in flexion, extension, and lateral flexion on the affected side, and rotation on the affected side in the active angle reproduction test. The experimental group indicated significant differences in sway length both with eyes-open and with eyesclosed in the static stability test and in limits of stability test and TUG test. The control group to which NDT was applied had significant differences in flexion in the active angle reproduction test and in limits of stability test and TUG test. Conclusion: The above results mean that craniocervical training using a body-driven cognitive game positively influences stroke patient's cervical movement control ability and as a result their balance and functional mobility.

The Effect of Neck Exercises on Neck and Shoulder Posture and Pain in High School Students (목 운동이 고교생의 목 어깨 자세와 통증에 미치는 효과)

  • Lee, Myoung-Hyo;Song, Ju-Min;Kim, Jin-Sang
    • The Journal of Korean Physical Therapy
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    • v.23 no.1
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    • pp.29-35
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    • 2011
  • Purpose: The purpose of this study was to identify the effect of neck exercises on neck-shoulder posture and pain of high school students with neck disorders. Methods: Twenty seven subjects were randomly assigned to one of 3 groups a craniocervical flexion training group (CCFT), a neck strengthening exercise group (ST), and a basic stretching exercise group (CG). CCFT and ST exercised five times a week for eight weeks under the researcher's guidance. The control group performed basic stretching exercises. Diagnostic radiologic equipment was used for the measurement of neck-shoulder posture. Neck disability index, and numeric rating scales were used. Results: The CCFT showed a significant pre-post treatment difference on measures of neck flexion angle and forward shoulder angle changes compared to the ST and CG groups (p<0.05). The CCFT group also showed a significantly greater improvement on the neck disability index and numeric rating scales changes than the ST and CG groups (p<0.01). Conclusion: Because CCFT decreases neck flexion angle, forward shoulder angle, neck disability index, and pain in the forward head posture, it is useful for treating patients with neck disorders.