KMID : 0357220180300050159
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Journal of Korean Society Physical Therapy 2018 Volume.30 No. 5 p.159 ~ p.166
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Effect of Game-Based Balance Training with CIMT on Pain, Muscle Strength, Range of Motion and Dynamic Balance in Female Patients with Total Knee Replacement
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Lee Hyo-Bin
Choi Ho-Suk Shin Won-Seob
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Abstract
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Purpose: The aims of this study were to determine if game-based training with constraint-induced movement therapy (CIMT) is effective in improving the balance ability in female patients with a total knee replacement, and to provide clinical knowledge of CIMT game-based training that allows the application of total knee replacement.
Methods: Thirty-six patients who had undergone a total knee replacement were assigned randomly to CIMT game training (n=12), general game training (n=12), and self-exercise (n=12) groups. All interventions were conducted 3 times a week for 4 weeks. All patients used a continuous passive motion machine 5 times a week and 2 times a day for 4 weeks. The visual analog scale (VAS), muscle strength of knee flexion and extension, and range of motion (ROM) of knee flexion and extension were assessed, and the functional reach test (FRT), and timed up and go (TUG) test were performed to evaluate the balance ability.
Results: All 3 groups showed significant improvement in the VAS, knee flexion and extension muscle strength, FRT, and TUG test after the intervention (p<0.05). Post hoc analysis revealed significant differences in FRT, and TUG of the CIMT game training group compared to the other group (p<0.05).
Conclusion: Although the general game training and CIMT game training improved both the knee extension muscle strength and dynamic balance ability, CIMT game training had a larger effect on dynamic balance control.
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KEYWORD
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Balance, Constraint-induced movement therapy, Total knee replacement
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