Assessment of the effect of virtual reality education on the balance and functionality in the cerebral palsy patients
2018
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Advisor: Prof. Dr. Arzu Genç
Abstract (EN)
ASSESSMENT OF THE EFFECT OF VIRTUAL REALITY EDUCATION ON THE BALANCE AND FUNCTIONALITY IN THE CEREBRAL PALSY PATIENTS Fzt. Öznur FİDAN Dokuz Eylül Üniversitesi, Sağlık Bilimleri Enstitüsü, Fizyoterapi ve Rehabilitasyon Anabilim Dalı, Nörolojik Fizyoterapi, oznurun@icloud.com SUMMARY Aim: The aim of this study is to examine the effect of virtual reality education on balance and functionality in cerebral palsy patients. Methods: 52 patients who have been diagnosed with Brain Palsy,aging between 5-12 ages, were participated in this study. Participants were divided into two groups as virtual reality ( n=27) and Neurodevelopmental Therapy (n=25). Functional balance evaluations of the patients were performed by using the Pediatric Balance Scale (PBS), Functional Reach Test (FRT), Tandem Stance Test (TST), Chair Stand Test (CST), 10 meter Walk Test (10mYT),motor function were assessed by the Gross Motor Function Measurement (GMFM), , upper extremity functionalities were assessed by the Quality of Upper Extremity Skills Test (QUEST), and activity and participation assessments were assessed by the Pediatric Disability Evaluation Inventory (PEDI). Each group received 2 days a week and 45 minutes a day for 8 weeks. Results: At the end of the study, there was a statistically significant increase in the SD, FT, TST, OCT, 10MYT, KMFM, ÜEBKT and PÖDE scores of patients in the SG group. There was also a statistically significant increase in the scores of PBT, FT, TST, OCT, 10MYT, KMFM, ÜEBKT and PÖDE in the NGT group. There was a statistically significant increase in the values of 10mYT and GMFM sitting subparts in the Virtual Reality (VR) group compared to the Neurodevelopment Theraphy (NGT) group (p <0.05). There was a statistically significant increase in the NGT group in all other sub-segments except Quality of Upper Extremity Skills Test (QUEST) the grip subscale and in the total score of QUEST (p <0.05). Conclusion: It has been concluded that virtual reality applications using XBox Kinect gaming systems is an effective method to improve balance and functionality in brain palsy patients. Key Words: Brain Palsy, virtual reality, balance, functionality
Author
Dr. Öznur Ün
Institution

Dokuz Eylül University
Nörolojik Fizyoterapi-rehabilitasyon Bilim Dalı
How to Cite
Öznur Ün (Master Thesis). Assessment of the effect of virtual reality education on the balance and functionality in the cerebral palsy patients, 2018, Dokuz Eylül University.
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