10,776 research outputs found

    Implementing Multifactorial Education Modules with Older Adults: Individualized and Interactive Fall Prevention Education

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    Falls are a significant concern for community-dwelling older adults (OAs), with one in four OAs reporting a fall every year. Occupational therapy students collaborated with first responders of the Novato Fire District to identify gaps in fall prevention community outreach programs and found that many interventions lack an interactive or individualized approach. Based on the gap analysis and current literature, seven education modules were developed to address key risk factors including home safety hazards, polypharmacy, fear of falling, and strength and balance exercises. Thirty community-dwelling OAs participated in the education modules that were implemented at two senior community sites in Marin County. Participants were screened via Functional Reach Test (FRT) and completed a survey to determine their personal risk factors for falling, which guided their personalized fall prevention education. Of the participants, 90% rated their experience with the education modules as “very good” or “excellent,” and a majority indicated greatest satisfaction with the balance exercises. The interactive 1:1 education modules are an effective and innovative method for fall prevention education and highlight the importance of client-centered treatment

    The use of the Nintendo Wii in motor rehabilitation for virtual reality interventions:a literature review

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    Several review articles have been published on the use of Virtual Reality (VR) in motor rehabilitation. The majority of these focus on the effectiveness of VR on improving motor function using relatively expensive commercial tools and technologies including robotics, cybergloves, cybergrasps, joysticks, force sensors and motion capture systems. However, we present the case in this chapter that game sensors and VR technologies which can be customized and reconfigured, such as the Nintendo Wii, provide an alternative and affordable VR intervention for rehabilitation. While the performance of many of the Wii based interventions in motor rehabilitation are currently the focus of investigation by researchers, an extensive and holistic discussion on this subject does not yet exist. As such, the purpose of this chapter is to provide readers with an understanding of the advantages and limitations of the Nintendo Wii game sensor device (and its associated accessories) for motor rehabilitation and in addition, to outline the potential for incorporating these into clinical interventions for the benefit of patients and therapists
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