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Abstract
Abstract
The purpose of this study examined the feasibility of using a low-cost, commercially available gaming platform, the Wii® on improving the hand dexterity impairments in young adults with cerebral palsy. The study included 5 young adults with spastic cerebral palsy with a score of 1-3 on the GMFCS scale and a score of 1-2 on the MACS scale. The participants underwent an 8-week training intervention using the Wii™ for approximately 30 min/day 2 times a week. Training was performed using the Wii™ sports games software, including boxing, tennis, bowling, and archery. Three outcomes measures for hand impairments were used and tested during the study: such as the Hand dynamometer for the grip strength, Purdue peg board for the fine finger dexterity and the Box and Block test for the manual gross dexterity pre-and post- intervention as well as the family-reported activities of daily living before and after the interventions. A student’s t-test was used to analyse the pre- and the post-test results. The feasibility of using the virtual reality (Wii™) in the rehabilitation settings for young adults with CP showed positive outcomes in improving their hand impairments and manual ability. Additional hypotheses were proposed from the study for additional research.
| Item Type: | Graduate student work |
|---|---|
| Uncontrolled Keywords: | sport science, WII, rehabilitation, cerebral palsy, young adults, hand impairments |
| Subjects: | G Geography. Anthropology. Recreation > GV Recreation Leisure |
| Divisions: | Schools > Centre for Sport Science and Human Performance |
| Depositing User: | Glynis Longhurst |
| Date Deposited: | 16 Dec 2018 23:46 |
| Last Modified: | 21 Jul 2023 08:04 |
| URI: | http://researcharchive.wintec.ac.nz/id/eprint/6637 |
