The Impact of Wii Fit® Balance Game Training on Balance Abilities of Vocational Students with Intellectual Disabilities
Autor: | Ping-Chia Su, 蘇品嘉 |
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Rok vydání: | 2013 |
Druh dokumentu: | 學位論文 ; thesis |
Popis: | 101 Background: Although students with intellectual disabilities feature mainly intellectual disabilities, many people with intellectual disabilities are significantly worse than normal in sensory integration, motor development, and motor nerve. In recent years, with the rapid development of science and technology, virtual reality games have been used in medical and rehabilitation, but are not yet widely used by students in the stages of education. Objective: To explore the effectiveness of the static and dynamic balance abilities training of the students with intellectual disabilities using Wii Fit Balance Games for eight weeks. Method: Twenty-four vocational students with intellectual disabilities were randomly divided into three groups of 8 in Wii Fit balance games training group, static activity group, and physical education group. The Wii Fit balance games training group conducted training twice a week, 40 minutes each time for a total of 8 weeks. The static activity group implemented static activities for 8 weeks. The physical education group received physical education. After the research data were analyzed and processed, Wilcoxon signed-rank test and Kruskal-Wallis one-way analysis of variance were used to compare pre-test and post-test differences of various parameters of the Wii Fit balance games training group, static activity group, and physical education group, and the pre-test and post-test variances among groups. Results: After eight weeks of balance training, the pre- and post-test parameters of Wii Fit balance game training group showed significant differences in the time standing on one foot with eyes closed, average speed of front, rear, and side movements, swing area per unit of time, and fast muscle strength index. The pre- and post-test parameters of the static activity group were not significantly different. The pre- and post-test parameters of physical education group showed significant difference in the fast muscle strength index. Conclusion: The Wii Fit balance game training is suitable for improving the static balance ability and lower limb muscular endurance of senior high school senior students with intellectual disabilities. Suitable for family fun, the Wii Fit is a safe activity and not constrained by time and space. It is suggested that it can be promoted in the future to families of students with poor balance, so that students can also conduct Wii Fit balance training in the home environment in order to enhance the effectiveness of learning. |
Databáze: | Networked Digital Library of Theses & Dissertations |
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