Caballero-Coulon M C, Ferri-Campos J, Garcia-Blazquez M C, Chirivella-Garrido J, Renau-Hernandez O, Ferri-Salvador N, Noe-Sebastian E
Servicio de Daño Cerebral, Hospitales NISA, Instituto Valenciano de Neurorrehabilitación, Valencia, Spain.
Rev Neurol. 2007;44(6):334-8.
To establish the effectiveness of an educational board game for improving self-awareness following acquired brain injury.
The 'awareness climbing' is a board game format intervention for improving awareness of patients with acquired brain injury (ABI) and for facilitating the use of anticipatory and compensatory strategies. 17 patients with ABI (traumatic brain injury, 10; stroke, 5; others, 2) were included in a self-awareness rehabilitation program using the 'awareness climbing'. Self-awareness was assessed with the Self-Awareness of Deficit Interview (SADI) before and after game intervention. According to the SADI self-awareness consists of three-interdependent levels: intellectual awareness (impairments), emergent awareness (disability) and anticipatory awareness, which involve the client predicting when impairments will affect his or her performance.
Initially five patients showed impaired intellectual awareness, four patients had difficulties on emergent awareness and nine patients showed deficits on anticipatory awareness. Intellectual awareness improved in 10 patients, while six patients experienced improvements in emergent awareness over the intervention period. The most striking change was an improvement in 70% of the sample (n = 11) in anticipatory awareness after game sessions.
According to SADI scores we suggest that the 'awareness climbing' may be a useful tool for improving self-awareness after acquired brain injury.
确定一款教育性棋盘游戏对提高脑损伤后自我意识的有效性。
“意识攀登”是一种棋盘游戏形式的干预措施,用于提高获得性脑损伤(ABI)患者的意识,并促进预期和补偿策略的使用。17名ABI患者(创伤性脑损伤10例、中风5例、其他2例)被纳入使用“意识攀登”的自我意识康复计划。在游戏干预前后,使用缺陷访谈自我意识量表(SADI)对自我意识进行评估。根据SADI,自我意识由三个相互依存的水平组成:智力意识(损伤)、突发意识(残疾)和预期意识,其中预期意识涉及患者预测损伤何时会影响其表现。
最初,5名患者表现出智力意识受损,4名患者在突发意识方面存在困难,9名患者在预期意识方面存在缺陷。10名患者的智力意识有所改善,6名患者在干预期间突发意识有所改善。最显著的变化是,70%的样本(n = 11)在游戏环节后预期意识得到改善。
根据SADI评分,我们认为“意识攀登”可能是提高脑损伤后自我意识的有用工具。