dc.contributor.author |
Malik, Arshad Nawaz |
|
dc.date.accessioned |
2019-10-02T10:08:48Z |
|
dc.date.accessioned |
2020-04-14T17:42:54Z |
|
dc.date.available |
2020-04-14T17:42:54Z |
|
dc.date.issued |
2018 |
|
dc.identifier.govdoc |
18182 |
|
dc.identifier.uri |
http://142.54.178.187:9060/xmlui/handle/123456789/6232 |
|
dc.description.abstract |
BACKGROUND
Stroke is the prominent source of disability and patients experience impaired
balance, motor control and mobility. Virtual reality training through exer-gaming
is emerging technology in stroke training. The interactive session of virtual reality
enhances the functional status by improving motivation and active participation.
PURPOSE OF STUDY
The objective of study was to determine effects of additional virtual reality
training versus task-oriented training alone on physical performance, mobility
and balance in chronic stroke patients.
METHODOLOGY
A single blind randomized control trial was conducted from January 2016-
March 2017 at Physical Rehabilitation department of Pakistan Railway General
Hospital, Rawalpindi Pakistan. Non-probability purposive sampling was used to
collect a sample of 52 chronic stroke patients; both ischemic and hemorrhagic,
with minimum age of 40 years and symptoms lasting for at least 3 months with
standing ability, while patients having cognitive or visual impairments and with
joints pain were excluded. Sealed envelope method was used for random
assignment into two groups: Virtual reality training (VRT) group (n=26) and Task
oriented training (TOT) group (n=26). Task oriented training was provided to
both groups while additional 10-20 minutes of exer-gaming was provided to only
virtual reality training group for 03 days per week for 8 weeks. Data was
collected using standardized assessment tools including; Fugl-Meyer
Assessment- Lower Extremity (FMA-LE), Berg Balance Scale, Timed Up and Go test (TUG), Dynamic Gait Index (GDI). Fatigue Impact Scale (FIS) and Quality Of
Life (QOL). The assessment was done at baseline and after every two weeks
until end of training. The data was analyzed through SPSS-21 and repeated
measures ANOVA with Bonferroni was used for within-group analysis and
independent samples t test for between-group comparisons.
RESULTS
The mean age of VRT and TOT group was 50.20±8.76 and 55.46±11.57
years respectively. VRT group showed significantly better scores in FMA-LE and
BBS after 04 weeks of training as compared to TOT group (P<0.05). Timed Up
and Go score was significantly better in VRT group after 06 weeks than TOT
group (P<0.05). Both groups have similar effects in Dynamic Gait Index after 08
weeks of training. (p>0.05) FIS showed significant reduction in VRT group
(P<0.05) while no significant difference was observed in quality of life of stroke
patients in both groups. (p>0.05)
CONCLUSION
It can be concluded that additional virtual reality with task oriented training is
significantly better than task oriented training alone in improving physical
performance, mobility and balance outcome in chronic stroke. Additional virtual
reality and task oriented training have similar effects on gait performance of
stroke patients. |
en_US |
dc.description.sponsorship |
Higher Education Commission, Pakistan |
en_US |
dc.language.iso |
en_US |
en_US |
dc.publisher |
Isra University, Hyderabad |
en_US |
dc.subject |
Balance, Exer-Gaming, Mobility, Physical Performance, Stroke, Virtual reality training |
en_US |
dc.title |
Effects of Virtual Reality Training on Mobility in Stroke |
en_US |
dc.type |
Thesis |
en_US |