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Volume 6

International Journal of Physical Medicine & Rehabilitation

Kinesiology 2018

November 05-06, 2018

November 05-06, 2018 Singapore

International Conference on

Kinesiology and Biomechanics

Int J Phys Med Rehabil 2018, Volume 6

DOI: 10.4172/2329-9096-C1-017

Comparative analysis of virtual reality versus progressive resistive exercises in improving arm

function of patients with hemiplegic in Bacoor, Cavite

Er D Petil Jr

1

, Bob O Jimenez

2

, Darwin Panganiban

2

, Lachica L M

2

, Catacutan J

2

and Logronio A Y

2

1

Manila Central University, Philippines

2

St. Dominic College of Asia, Philippines

V

irtual reality (gaming console) and Progressive Resistive Exercises (PREs) have emerged as recent treatment approaches

in stroke rehabilitation. In particular, the game console is used to aid in portraying and calculating body positioning,

visual perception, balance and gross motor skills while PREs is a strengthening technique that basically used by the physical

therapist in treating impairments particularly muscle weakness. PRE’s can be administered

via

different forms; the study

utilized PNF D1 Flexion, Extension patterns through resistive bands. The principle states that to improve muscle performance

and functionality, it should exceed the metabolic capacity of the muscle and challenged to perform at a level greater than to

which it is accustomed. Aim of this study is to improve the arm function of patients with hemiplegic by using new dimensional

approach. Quasi experimental group pre and posttest design is used in the study. Retrospectively, all the post-stroke patients

who are at the age range of 40-70 years old were reviewed with selection criteria and been oriented with informed consent.

15 participants were randomly array into three variable groups; the two groups were distributed to the experimental group

that represents the Nintendo Wii and the PREs group. The remaining group represents the control group which undergoes

stretching technique and Range of Motion exercises (ROM) in the upper extremity. They were subjected into 15 treatment

sessions and assessed two times by using the modified Fugl-Meyer Assessment of Physical Performance for the functional

mobility of the affected upper extremity of the post-stroke patients. Assessment was imposed before starting our first the

treatment session and after the final session. The modified Fugl-Meyer Assessment of Physical Performance demonstrates

that virtual reality has the highest mean scores among all the interventions done with a M=55.80, SD=2.168 followed by the

PRE’s (M=48.20, SD=6.340), and lastly the control group which is the lowest post-test mean score (M=40, SD=1.581). There

is a significant difference on the post-test scores of the PRE’s as compared to virtual gaming console. With the computed

significant value of p=0.035 suggests to accept the null hypothesis. This shows evidence that gaming console is a far more

effective treatment than PREs for post-stroke patients in improving the mobility of the affected upper extremity.

erpetil@yahoo.com