| Literature DB >> 35468667 |
Michelle Elizabeth Wormley1, Wendy Romney1, Diana Veneri1, Andrea Oberlander1.
Abstract
PURPOSE: Active video gaming (AVG) is used in physical therapy (PT) to treat individuals with a variety of diagnoses across the lifespan. The literature supports improvements in balance, cardiovascular endurance, and motor control; however, evidence is lacking regarding the implementation of AVG in PT education. This study investigated doctoral physical therapy (DPT) students’ confidence following active exploration of AVG systems as a PT intervention in the United States.Entities:
Keywords: Delivery of health care; Exergaming; Physical therapy modalities; Problem-based learning; United States
Mesh:
Year: 2022 PMID: 35468667 PMCID: PMC9247715 DOI: 10.3352/jeehp.2022.19.7
Source DB: PubMed Journal: J Educ Eval Health Prof ISSN: 1975-5937
Intervention description and timeline
| Timeline | Intervention |
|---|---|
| Month 0: semester 2 (Spring); tutorial case | Students explored literature related to incorporating the use of active video gaming into the physical therapy plan of care. |
| Week 2: baseline; lab activity #1; 45 minutes in small groups at each station followed by a 30 minute debrief with the class (Supplement 2) | Pre-test survey was emailed and completed prior to lab activity #1 |
| [ | |
| • Stability: static standing postural control without an assistive device | |
| • AVG system: Nintendo Wii | |
| • Game(s): Wii Fit with balance board for slalom skiing, table tilt, yoga | |
| [ | |
| • Mobility: standing dynamic postural control | |
| • AVG system: Nintendo Switch | |
| • Game: Just Dance | |
| [ | |
| • Mobility Plus: high-level postural control activities | |
| • AVG system: Xbox One Kinect | |
| • Game(s): soccer, rock climbing, wave runner, Fruit Ninja | |
| Full Class Debrief: students reflected by describing their experiences in relation to the guiding questions | |
| Months 2-4: first full-time clinical education experience I | Students completed an 8-week summer clinical experience between semesters 2 and 3. Appropriate settings for this first clinical experience include: outpatient musculoskeletal and neurorehabilitation settings, subacute and acute rehabilitation facilities. |
| Months 4-8: students begin semester 3 of the curriculum (Fall) | In tutorials, labs, and large group discussions, students discuss patients with disorders or dysfunction of the cardiopulmonary, integumentary, and complex multi-system problems. Students apply that knowledge to more advanced problem-solving and patient management from examination through evaluation, diagnosis, prognosis, and intervention. |
| Month 8: semester 3; lab activity #2; 45 minutes with small groups in each station followed by a 30-minute debrief (Supplement 4) | [ |
| • Stability: seated postural control | |
| • AVG system: Nintendo Wii | |
| • Game(s): Mario Cart, Cow Run | |
| [ | |
| • Mobility: using a rolling a walker | |
| • AVG system: XBox One Kinect | |
| • Game(s): soccer, rock climbing, wave runner, Fruit Ninja, bowling | |
| [ | |
| • Mobility Plus: aerobic exercise | |
| • AVG system: Nintendo Switch | |
| • Game(s): Just Dance | |
| Full-class debrief: students reflected by describing their experiences in relationship to the guiding questions | |
| Post-lab survey | Post-test survey was emailed and completed after lab activity #2 |
s/p, status post; AVG, active video game.
Stability: maintain a posture or orientation of the trunk and limbs to: allow movement of other body segments, hold body and body segments in a required game position, and resist perturbations.
Mobility: movement of body segments to reach a target, avoid obstacles, assume required positions, or “drive” or “steer” the game task.
Mobility Plus: a higher-level movement required, including more athletic balance or mobility tasks such as jumping, lunging, or running in place.
a-c)Defined by Levac et al. [11].
Fig. 1.Doctoral physical therapy students participating in an active video gaming lab experience.
Demographic information
| Characteristic | Cohort 2017 (n=60) | Cohort 2018 (n=55) |
|---|---|---|
| Age (yr) | 22.0±0.84 (21.0–29.0) | 22.0±0.94 (21.0–26.0) |
| Undergraduate degree | ||
| Exercise science | 37 (61.7) | 46 (54.2) |
| Athletic training | 7 (11.7) | 5 (9.1) |
| Biology | 4 (6.7) | 2 (3.6) |
| Psychology | 5 (8.3) | 1 (1.8) |
| Kinesiology | 2 (3.3) | 1 (1.8) |
| Health science | 1 (1.7) | 0 |
| 3+3 physical therapy | 3 (5.0) | 0 |
| Nutritional sciences | 1 (1.7) | 0 |
| Gender | ||
| Female | 39 (65.0) | 40 (72.7) |
| Male | 21 (35.0) | 15 (27.3) |
| Confidence operating Xbox (%) | 49.5±32.1 | |
| Confidence operating Wii (%) | 70.4±27.0 | |
| Confidence using for physical therapy intervention (%) | 55.1±25.4 |
Values are presented as mean±SD (range), number (%), or mean±SD, unless otherwise stated.
SD, standard deviation.
Changes in students’ perceived confidence pre- and post-intervention, where the maximum score was 100
| Variable | Cohort 1 | Cohort 2 | ||
|---|---|---|---|---|
| Pre-intervention | Post-intervention | Pre-intervention | Post-intervention | |
| General use of gaming | 65.0 (51.5–74.5) | 86.0 (78.0–94.0) | 70.0 (53.0–80.0) | 90.0 (84.0–96.0) |
| Game selection | 66.0 (51.0–75.0) | 86.0 (78.0–91.0) | 67.0 (51.0–76.0) | 90.0 (83.0–94.0) |
| Plan of care | 51.0 (40.0–60.0) | 74.0 (64.0–80.0) | 58.0 (44.0–70.0) | 88.0 (80.0–94.0) |
| Set-up | 60.0 (43.0–64.0) | 77.0 (70.0–81.0) | 67.0 (50.0–80.0) | 93.0 (87.0–100.0) |
| Documentation | 53.0 (40.0–60.0) | 77.0 (70.0–81.0) | 58.0 (47.0–72.5) | 83.0 (80.0–93.0) |
| Setting | 45.0 (33.5–56.0) | 70.0 (61.5–80.0) | 56.0 (40.5–66.0) | 84.0 (78.0–92.0) |
| Total | 57.0 (44.0–63.5) | 79.0 (73.0–85.0) | 61.0 (48.0–71.0) | 89.0 (80.0–93.0) |
Values are presented as median (interquartile range).