Fleming Jennifer, Ownsworth Tamara, Doig Emmah, Swan Sarah, Prescott Sarah, Hamilton Caitlin, Shum David H K
School of Health and Rehabilitation Sciences, The University of Queensland, Brisbane, Australia.
School of Applied Psychology & The Hopkins Centre, Menzies Health Institute of Queensland, Griffith University, Brisbane, Australia.
Neuropsychol Rehabil. 2022 Sep;32(8):1989-2012. doi: 10.1080/09602011.2022.2044863. Epub 2022 Mar 30.
This study investigated whether experiential and video feedback on performance of prospective memory (PM) tasks embedded within a board game activity improved self-awareness of PM function in adults with moderate-severe traumatic brain injury. An observational pre-post study design with 26 participants from a larger trial of a 6-session PM rehabilitation programme. Sessions 3 and 4 included a board game activity with embedded time-, event-, and activity-based PM tasks. Verbal feedback was provided by therapists during the game and video feedback afterwards. Self-ratings of performance were used to divide the sample into under-estimators (= 7), accurate estimators (= 9) and over-estimators (= 10) of actual PM performance. The discrepancy between self- and therapist ratings of PM performance was measured before and after the game, and following video feedback, and compared between timepoints using non-parametric statistics. Post-task self-evaluations were more accurate than pre-task self-evaluations for the under- and over-estimator groups. Under-estimators showed significant improvement in accuracy of ratings for activity-based PM. Over-estimators showed improvement for event-based PM. Further improvements after video feedback were not significant. The board game activity provided a vehicle for experiential feedback and a means of engaging both those with impaired self-awareness and heightened self-awareness of PM in cognitive rehabilitation.
本研究调查了在棋盘游戏活动中嵌入的前瞻性记忆(PM)任务表现的体验式反馈和视频反馈是否能提高中重度创伤性脑损伤成人对PM功能的自我意识。这是一项观察性前后对照研究设计,有26名参与者来自一项为期6节的PM康复计划的大型试验。第3节和第4节包括一项带有嵌入的基于时间、事件和活动的PM任务的棋盘游戏活动。治疗师在游戏期间提供口头反馈,之后提供视频反馈。使用表现的自我评分将样本分为实际PM表现的低估者(=7)、准确估计者(=9)和高估者(=10)。在游戏前后以及视频反馈之后测量自我评分与治疗师对PM表现评分之间的差异,并使用非参数统计在各时间点之间进行比较。对于低估者和高估者组,任务后自我评估比任务前自我评估更准确。低估者在基于活动的PM评分准确性方面有显著提高。高估者在基于事件的PM方面有改善。视频反馈后的进一步改善不显著。棋盘游戏活动为体验式反馈提供了一种方式,也是在认知康复中让自我意识受损者和PM自我意识增强者参与的一种手段。