The Effects of the Wii Fit Balance Games on Static and Dynamic Balance of 9-11 Year Old Boys with...
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Transcript of The Effects of the Wii Fit Balance Games on Static and Dynamic Balance of 9-11 Year Old Boys with...
The Effects of the Wii Fit Balance The Effects of the Wii Fit Balance Games on Static and Dynamic Games on Static and Dynamic
Balance of 9-11 Year Old Boys with Balance of 9-11 Year Old Boys with Developmental Coordination DisorderDevelopmental Coordination Disorder
Sarah Krasniuk, Jenna MacLeod, Stuart Matthews, Sarah Krasniuk, Jenna MacLeod, Stuart Matthews, Jamila Twahir, Jamila Twahir, Jane Taylor Jane Taylor
IntroductionIntroduction
Wii Fit InterventionWii Fit Intervention
Purpose of the Wii Fit is to improve balance, strength, flexibility, fitness, and general well-being (Nitz, Kuys, Isles, & Fu, 2009)
Improves balance in persons compromised by stroke (Brown, Sugarman, & Burstin, 2009; & Deutsch, Robbins, Morrison, & Bowlby, 2009)
An Approach to Improving An Approach to Improving Balance using a Virtual Reality Balance using a Virtual Reality
InterventionIntervention 9 sessions, 2 sessions/week
Purpose StatementPurpose Statement
To investigate the effect of 9 sessions of Wii Fit Balance training on static and dynamic balance of three boys with DCD aged 9-11 years.
MethodMethod
Wii Fit Balance TrainingWii Fit Balance Training
Data AnalysisData AnalysisPre- and post-intervention Intervention measuresPre- and post-intervention Intervention measures measuresmeasures
AMTI force plate protocol
MABC Single subject design
-Sway area- AP sway- ML sway- path length- possible anterior sway (PAS)- possible posterior sway (PPS)
- Total balance score (TBS)
-Scoring 2 or 3 stars (depending on game)- for 3/5 trials- 2 sessions in a row- continue playing the same games
ResultsResultsSingle SubjectSingle Subject
• Participant 3 performing Soccer Header and Penguin Slide
Force plate: Participant 3Force plate: Participant 3
Pre-intervention balance space task
Post-intervention balance space task
PAS & PPS for dynamic balancePAS & PPS for dynamic balance
• Post-intervention increases in sway were measured with percent gains in balance space task: Anterior sway: 8.43% Posterior sway: 262%
DiscussionDiscussion
Wii Fit Balance Training Increased level, trend, and implied reaction and movement
time
Force Plate Increased sway in static balance tasks increased
tolerance of sway
Largest gain participant 1 (262%) in posterior sway
MABCMABCParticipant Pre-intervention
TBSPost-intervention TBS
1 <5% >15%
2 >15% >15%
3 5% <5%
Participant 3 made highest level of improvement with the Wii Fit, but obtained a worse TBS score post-intervention
Suggests that the Wii Fit is more of a motivational tool than the static and dynamic balance tests of the MABC
ConclusionConclusion
Motivator to practice balance games to: React more quickly, Develop balance and problem-solving strategies
Participants 2 and 3 were so engaged they purchased a
Wii Fit
Potential for balance training More research needed
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Nitz, J. C., Kuys, S., Isles, R., & Fu, S. (2009). Is the wii fit a new-generation tool for improving balance, health, and well-being? A pilot study. Climacteric 2009; Early Online, 1-6. doi: 10.3109/13697130903395193
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Any Questions?Any Questions?