• Title/Summary/Keyword: Therapeutic Intervention using Motivation

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The Effect of Therapeutic Intervention Using Motivation on Chronic Stroke Patients' Balance

  • Kim, Yeon Ju;Choi, Yoo Rim;Choi, Wan Suk;Kim, Bo Kyung;Oh, Hyun Ju;Kim, Hong Rae;Hwang, Byeong Jun
    • Journal of International Academy of Physical Therapy Research
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    • v.5 no.1
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    • pp.683-690
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    • 2014
  • This study purposed to provide a scientific base for understanding the effect of therapeutic intervention using motivation on chronic stroke patients' balance and determining whether it is applicable as a new therapeutic intervention. For this study, we sampled 38 chronic stroke patients, and divided them randomly into a motivation training group(n=20) and a control group(n=18). To the control group was applied neurological physiotherapy 5 times a week, and 30 minutes each time, and to the motivation training group was applied neurological physiotherapy and then, additionally, a Nintendo Wii-Fit program 3 times a week, and 30 minutes each time. Before and after the experiment, the subjects' dynamic balance was measured with functional reach test(FRT), timed up & go test(TUG), and 10m gait test, and their static balance was measured with the Romberger Test. When dynamic balance ability was compared between before and after the experiment and between the motivation training group and the control group, significant difference was observed in the results of FRT, TUG, and 10m walking test between before and after the intervention(p<.05). As to static balance, in addition, body balance movement distance was not significantly different. Therapeutic intervention using dynamic motivation was found to be more effective than the control group in improving dynamic balance.

Effects of Virtual Reality-Based Activities of Daily Living Training on Activities of Daily Living and Rehabilitative Motivation in Patients With Traumatic Brain Injury: A Pilot Study (가상현실 기반의 일상생활활동 훈련이 외상성 뇌손상 환자의 일상생활활동 및 재활동기에 미치는 효과 : 예비연구)

  • Moon, Jong-Hoon;Jeon, Min-Jae
    • Therapeutic Science for Rehabilitation
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    • v.8 no.4
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    • pp.41-51
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    • 2019
  • Objective : The purpose of this study was to investigate the effects of virtual reality-based activities of daily living (ADL) training on ADL and rehabilitative motivation in patients with traumatic brain injury. Methods : This study was performed using a pre-post design with seven traumatically brain injured patients. Subjects were subjected to virtual reality-based ADL training for 30 minutes a day, 2 to 3 times a week for 4 weeks. Evaluation was conducted before and after the intervention using the Korean Modified Barthel Index (K-MBI), Cognitive Functional Independence Measure (C-FIM), and Volitional Questionnaire (VQ). Changes before and after intervention were analyzed by Wilcoxon signed-rank test, and correlations were analyzed using Spearman's coefficient. Results : After intervention, patients with traumatic brain injury showed significant improvements in K-MBI (p<.05). There was no significant change in total C-FIM score and VQ score (p>.05). Total C-FIM score correlated significantly with VQ score (p<.05, r=.755). The social cognition domain of C-FIM had a significant correlation with VQ score (p<.05, r=826). Conclusions : Virtual reality-based ADL training can improve ADL performance, but further research is needed to determine whether improvements in social cognition and rehabilitative motivation are possible.

Effects of Physical Therapy Combined with Virtual Reality Games on Pain, Function, Quality of Life, And Engagement in Post-Knee-Surgery Patients (가상현실 게임을 적용한 물리치료가 무릎 수술 후 환자의 통증, 기능 변화, 삶의 질, 동기부여에 미치는 영향)

  • Hong-Gil Kim;Ju-Hyeon Jung
    • PNF and Movement
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    • v.21 no.3
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    • pp.345-356
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    • 2023
  • Purpose: The aim of this study was to investigate the effects of physical therapy combined with a virtual reality (VR) game on pain, quality of life (QOL), engagement, and knee function in post-knee-surgery patients. Methods: Twenty-four patients who had undergone knee surgery four weeks or more before the study were recruited. Two withdrew from the study during the four-week experimental period, and a total of 22 patients were included in the final analysis. Routine physical therapy consisting of electrostimulation (10 min.) and therapeutic massage (10 min.) was the base intervention for all groups. The experimental group (n = 10) was additionally exposed to a VR game intervention, while the control group (n = 12) underwent an intervention involving similar motions as the experimental intervention but with no VR. The intervention for the experimental group used the game Rig Fit Adventure on Nintendo switch. Both groups underwent their respective interventions 3 times a week (35 min. per session) for 4 weeks. Pain was assessed using the numeric rating scale (NRS), and QOL was assessed using the EuroQol five-dimensional five-level questionnaire (EQ-5D-5L). Engagement was assessed using the Korea flow state scale (K-FSS). Finally, knee movement and function were assessed based on knee flexion and extension, range of motion (ROM), and Western Ontario and McMaster Universities Arthritis Index (WOMAC). Results: After the four-week physical therapy, both groups showed significant reductions in pain (on the NRS), increased knee ROM (flexion), better WOMAC scores, and increased EQ-5D-5L scores (p < 0.05), with the experimental group showing significantly better improvements in EQ-5D-5L and K-FSS scores (p < 0.05). Conclusion: The results of this study confirm that a VR-game-integrated intervention is effective for improving pain, QOL, engagement, and knee function in post-knee surgery patients and that VR-game-integrated interventions could be therapeutic alternatives for patients bedridden for prolonged periods with little motivation for rehabilitation.

Phenomenological Research on Recovery Lived Experience of Stroke Inpatients (뇌졸중 입원 환자들의 회복체험에 관한 현상학적 연구)

  • Song, A-Young;Kim, Su-Kyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.200-207
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    • 2017
  • The components that influence recovery were investigated to understand the recovery lived experience of stroke inpatients. Using the phenomenological research methodology reported by Giorgi, 3 conversation sessions were performed on 12 stroke inpatients. The conversations were recorded through agreement, in which the data were analyzed according to the scientific phenomenological methods. Sixteen summarized meaning units were integrated to deduct 10 main meanings and 6 themes. The themes of the restoration experience included the burden of help, performance of independent roles, self-overcoming, return to society, psychological support, and enhanced motivation for recovery. This can be used as data to predict the difficulty that stroke patients experience during hospitalization and propose a direction of intervention for restoration. Rehabilitation experts must provide intervention for the restoration of stroke patients based on the formation of a therapeutic relationship to strengthen the psychological support and motivation, and make strategies for self-overcoming and a proper cooperation relationship with their family.

Exploring Recipients' Experience with the Home-based Rehabilitation Program Based on CBR Model through In-depth Interviews

  • Lee, Minyoung;Chung, Jinjoo;Hong, Hye Jung;Kim, Eunseung;Yoon, Bum Chul
    • The Journal of Korean Physical Therapy
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    • v.27 no.2
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    • pp.96-105
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    • 2015
  • Purpose: This study was conducted in order to explore self-perceived objectives, effects, determinant factors of satisfaction and demands on home-based rehabilitation service (HBRS) based on a community-based rehabilitation (CBR) model in community-dwelling disabilities. Methods: This research was conducted through in-depth interview. HBRS was conducted by four physical therapists for one hour a day, once a week, for eight weeks. After an eight-week intervention period, in-depth interviews were conducted using a semi-structured questionnaire for five recipients of HBRS and six care givers. Results: For the physical effect, some participants experienced positive effects, whereas others did not due to the short-term intervention period. For the social and emotional effects, 'occurrence of motivation for exercise', 'change of surroundings' and 'sorriness for the therapist' emerged as keywords. For the determinant factors of satisfaction, 'movement-inducing therapy', 'therapy from the specialist', 'development of friendship & social network', and 'learning the way of self-rehabilitation' emerged as keywords. For further demands on HBRS, participants stated that 'sufficient time for therapy', 'user opinion-reflected therapy', 'additional instructions for therapeutic exercise & activities of daily living', and 'active promotion for HBRS' were necessary. Conclusion: Participants were satisfied with the physical, social, emotional, and educational aspects of HBRS. In particular, the participants regarded educational aspects as the significant factor throughout self-perceived objectives, determinant factors of satisfaction and the demands. This result suggests that when providing HBRS to community-dwelling persons with disabilities, therapists should recognize the necessity and significance not only of the physical, but also the educational aspect of HBRS.