Gonsalves Leandra, Campbell Amity, Jensen Lynn, Straker Leon
L. Gonsalves, BSc(hons), School of Physiotherapy and Exercise Science, Curtin University, Perth, Western Australia, Australia.
A. Campbell, BSc(hons), PhD, School of Physiotherapy and Exercise Science, Curtin University.
Phys Ther. 2015 Mar;95(3):360-8. doi: 10.2522/ptj.20140116. Epub 2014 Oct 9.
Active virtual reality gaming (AVG) may be useful for children with developmental coordination disorder (DCD) to practice motor skills if their movement patterns are of good quality while engaged in AVG.
This study aimed to examine: (1) the quality of motor patterns of children with DCD participating in AVG by comparing them with children with typical development (TD) and (2) whether differences existed in the motor patterns utilized with 2 AVG types: Sony PlayStation 3 Move and Microsoft Xbox 360 Kinect.
This was a quasi-experimental, biomechanical laboratory-based study.
Twenty-one children with DCD, aged 10 to 12 years, and 19 age- and sex-matched children with TD played a match of table tennis on each AVG type. Hand path, wrist angle, and elbow angle were recorded using a motion analysis system. Linear mixed-model analyses were used to determine differences between DCD and TD groups and Move and Kinect AVG type for forehands and backhands.
Children with DCD utilized a slower hand path speed (backhand mean difference [MD]=1.20 m/s; 95% confidence interval [95% CI]=0.41, 1.98); greater wrist extension (forehand MD=34.3°; 95% CI=22.6, 47.0); and greater elbow flexion (forehand MD=22.3°; 95% CI=7.4, 37.1) compared with children with TD when engaged in AVG. There also were differences in movement patterns utilized between AVG types.
Only simple kinematic measures were compared, and no data regarding movement outcome were assessed.
If a therapeutic treatment goal is to promote movement quality in children with DCD, clinical judgment is required to select the most appropriate AVG type and determine whether movement quality is adequate for unsupervised practice.
如果患有发育性协调障碍(DCD)的儿童在进行主动虚拟现实游戏(AVG)时运动模式质量良好,那么AVG可能有助于他们练习运动技能。
本研究旨在探讨:(1)通过将患有DCD的儿童与发育正常(TD)的儿童进行比较,研究患有DCD的儿童参与AVG时的运动模式质量;(2)两种AVG类型(索尼PlayStation 3 Move和微软Xbox 360 Kinect)所采用的运动模式是否存在差异。
这是一项基于生物力学实验室的准实验研究。
21名年龄在10至12岁的患有DCD的儿童和19名年龄及性别匹配的TD儿童,分别在每种AVG类型上进行一场乒乓球比赛。使用运动分析系统记录手部路径、手腕角度和肘部角度。采用线性混合模型分析来确定DCD组与TD组之间以及Move和Kinect AVG类型在正手和反手方面的差异。
与TD儿童相比,患有DCD的儿童在进行AVG时手部路径速度较慢(反手平均差异[MD]=1.20 m/s;95%置信区间[95%CI]=0.41, 1.98);手腕伸展幅度更大(正手MD=34.3°;95%CI=22.6, 47.0);肘部屈曲幅度更大(正手MD=22.3°;95%CI=7.4, 37.1)。AVG类型之间所采用的运动模式也存在差异。
仅比较了简单的运动学测量指标,未评估有关运动结果的数据。
如果治疗目标是提高患有DCD的儿童的运动质量,则需要临床判断来选择最合适的AVG类型,并确定运动质量是否足以进行无监督练习。