KMID : 1211620120070040401
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Journal of the Korean Society of Physical Medicine 2012 Volume.7 No. 4 p.401 ~ p.409
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The Effect of Feedback on Somesthetic Video Game Training for Improving Balance of Stroke Patients
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Ahn Myung-Hwan
Park Ki-Dong You Young-Youl
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Abstract
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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.
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KEYWORD
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Stroke, Balance, Somesthetic Video Game, Feedback
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