737 research outputs found

    The Effectiveness of Brain Gym Games in Optimizing the Right and Left Sides of Students' Brains

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    Successfully optimizing the right and left sides of the brain can help to improve intelligence, logic and social intelligence. This study aimed to determine the effectiveness of the brain gym game in optimizing the right and left sides of students’ brains. A quantitative approach was used with a pretest/posttest design. Random sampling was used to recruit participants and the sample consisted of 53 students at XI MIPA Senior High School. The results showed that the brain gym game was effective in optimizing students’ right and left sides of the brain. Based on these results, innovation is recommended that contributes to the novelty of guidance and counseling media using the brain gym game to reflect on the functions of students’ right and left sides of the brain. Keywords: brain gym games, right brain, left brai

    PENGARUH SENAM OTAK TERHADAP PENINGKATAN DAYA INGAT PADA LANSIA PENDERITA DEMENSIA : NARRATIVE REVIEW

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    Latar belakang : Dalam proses menua, sel otak juga mengalami penuaan. Fungsi organ tubuh akan semakin menurun baik karena factor alamiah atau karena faktor penyakit karena semakin bertambahnya usia, proses menua adalah proses yang alamiah yang akan dialami oleh semua makhluk hidup. Menjadi tua ditandai dengan adanya kemunduran biologis yang terlihat sebagai gejala-gejala kemunduran fisik pendengaran dan pengelihatan berkurang, mudah lelah, gerakan menjadi lamban kemunduran lain yang terjadi adalah gangguan kemampuan kognitif. Kondisi utama yang mempengaruhi keadaan kognitif pada lansia salah satunya adalah demensia. Lanjut usia yang berusia di atas 60 tahun berisiko terkena demensia. Sebab itu, fisioterapi memiliki peran untuk memberikan program latihan untuk meningkatkan fungsi kognitif dengan pemberian senam otak. Tujuan : Untuk mengetahui adanya pengaruh senam otak dalam meningkatkan fungsi kognitif terhadap lansia demensia. Metode Penelitian : Metode penelitian ini adalah penelitian narrative review. Pencarian jurnal dilakukan di portal jurnal online seperti Google Scholar dan Science Direct. Hasil penelusuran jurnal didapatkan sebanyak 10 jurnal yang akan dilakukan review dalam penelitian ini. Hasil Penelitian : Hasil review beberapa jurnal didapatkan hasil bahwa ada peningkatan fungsi kognitif pada lansia demensia. Kesimpulan : Terdapat adanya pengaruh senam otak terhadap peningkatan fungsi kognitif penderita demensia pada lansia demensia. Saran : senam otak dapat dijadikan refrensi dalam merancang sebuah laihan dan dapat dilakukan secara rutin untuk meningkatkan fungsi kognitif pada lansia demensia

    The influence of physical activity on information: processing in consumer decision making

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    When people engage in physical activity they often report that it alters the way they think and feel. These lay beliefs are generally supported by research on the cognitive benefits of physical activity. But despite the evidence on benefits of physical activity for cognition, little research has investigated whether physical activity has any effect on judgment and decision making, particularly in unrelated domains such as consumer decision making. This thesis presents seven empirical studies which demonstrate that both regular and single bouts of physical activity influence consumers’ product judgments and decision making. Specifically, the key results indicate that physical activity leads decision makers to weigh different product information more appropriately. The results were robust to the inclusion of various control variables. In the first part of this thesis, five studies investigate the effect of physical activity on decision makers’ ability to rely on relevant versus irrelevant information. Past research has shown that when faced with irrelevant product information, consumers often find it difficult to ignore the irrelevant information, and typically dilute their judgments (i.e. their judgments are less extreme). In contrast, the results of this research show that regular physical activity aids people’s ability to focus on relevant information and ignore irrelevant information in product judgments. In the second part of this thesis, three further studies indicate that physical activity influences attribute weighting in consumer decisions that require trade-offs between desirability and feasibility attributes. Decision makers tend to place a lot of emphasis on the desirability attributes, often at the expense of feasibility attributes. The findings of this research indicate that physical activity leads consumers to not overly focus on desirability, and consider feasibility attributes more in choices that require trade-offs between them. The findings have important implications for marketing and public policy since they extend the benefits of physical activity to a novel domain – information processing in consumer decision making

    Increasing the Use of Technology in Pediatric Inpatient Rehabilitation

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    Indiana University Purdue University IndianapolisAssistive technology (AT) can facilitate increased participation and independence for individuals, and occupational therapists (OTs) are well suited to utilize it with their patients. The use of technology, specifically video games, is motivating to children, and is supported by the literature. Thus, the pediatric inpatient rehabilitation team at a local hospital identified that they would like to use technology more frequently to increase evidence-based practice and motivation. However, barriers included lack of awareness of appropriate technology and modifications for patients with a wide range of abilities and limited time for set up and to learn how to use technology. The purpose of this doctoral capstone project was to increase the use of technology on this unit. To do this, the doctoral capstone student focused on targeting individual outcomes by using technology in OT intervention and translating technology programming to practice through barrier reduction by providing educational materials and in-services. The technology programming was supported by positive responses from the program evaluation survey, including increased knowledge of technology, intent to use it, and acknowledgement of the benefits of its use. Time continues to be a barrier, including time to set up systems and increase comfortability with/confidence in using the technology available. With this, the doctoral capstone student recommends that the site continues to practice quality improvement by providing additional in-services and opportunities for hands-on learning to support sustainability of technology programming.Occupational Therap

    FOSTERING EARLY LITERACY SKILL DEVELOPMENT IN SCHOOL AGED CHILDREN

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    The purpose of this scholarly project is to foster early literacy skill development for children within the school system. The materials created are intended to enhance the context and promote learning in a way that is meaningful and developmentally appropriate

    SUPPORTING THERAPY-CENTERED GAME DESIGN FOR BRAIN INJURY REHABILITATION

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    Brain injuries (BI) are a major public health issue. Many therapists who work with patients who have had a BI include games to ameliorate boredom associated with repetitive rehabilitation. However, designing effective, appropriate, and engaging games for BI therapy is challenging. The challenge is especially manifested when considering how to consolidate the different mindsets and motivations among key stakeholders; i.e., game designers and therapists. In this dissertation, I investigated the ideation, creation, and evaluation of game design patterns and a design tool, GaPBIT (Game Design Patterns for BI Therapy) that leveraged patterns to support ideation of BI therapy game concepts and facilitate communication among designers and therapists. Design patterns, originated from the work of Christopher Alexander, provide a common design language in a specific field by documenting reusable design concepts that have successfully solved recurring problems. This investigation involved four overlapping phases. In Phase One, I interviewed 11 professional game designers focused on games for health (serious games embedded with health-related goals) to explore how they perceived and approached their work. In Phase Two, I identified 25 therapy-centered game design patterns through analyzing data about game use in BI therapy. Based on those patterns, in Phase Three I created and iterated the GaPBIT prototype through user studies. In Phase Four, I conducted quasi-experimental case studies to establish the efficacy and user experience of GaPBIT in game design workshops that involved both game designers and therapists. During the design workshops, the design patterns and GaPBIT supported exploration of game design ideas and effectively facilitated discussion among designers and therapists. The results also indicated that these tools were especially beneficial for novice game designers. This work significantly promotes game design for BI rehabilitation by providing designers and therapists with easier access to the information about requirements in rehabilitation games. Additionally, this work modeled a novel research methodology for investigating domains where balancing the role of designers and other stakeholders is particularly important. Through a “practitioner-centered” process, this work also provides an exemplar of investigating technologies that directly address the information needs of professional practitioners

    The Use of a Sensory Integration Program for Children with Behavioral and Attention Deficits

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    One of the challenges facing occupational therapy practitioners today is incorporating treatment approaches into psychosocial and school environments that address the needs of children who have difficulties maintaining an optimal level of arousal, who have a decreased attention span, who are non-engaged and have maladaptive behaviors and impulsivity, and who may have anger management difficulties. These characteristics may coexist with the diagnosis of a sensory integrative dysfunction. As a result, the authors anticipate an increasing demand for the implementation of sensory integration programming in a psychosocial or school setting. An extensive literature review was completed to gain a full understanding of how sensory systems work and their impact on a child\u27s ability to function. The literature reviewed identified that SI programming can be beneficial in both psychosocial and school settings. Also identified through the literature review were: populations in which sensory integration programming has been a successful treatment approach, the effects of sensory dysfunction on behavior and academics, methods of how to effectively implement sensory integration interventions into a treatment plan, and widely accepted assessments used to identify sensory integration dysfunction. The purpose of this scholarly project was to develop a sensory integration program that can be easily implemented in a psychosocial or school setting. Based on the results of the current research and literature review, the Can You Regulate? program manual was developed. It was designed to educate professionals working in the psychosocial and school settings and to provide them with the appropriate tools to implement the program. The manual is divided into sections and provides an introduction to sensory integration programming and sensory integration treatment tools to be used in the Can You Regulate? program

    (Re)Viewing myself : exploring exercise participation in middle-aged adults

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    Research into the determinants of exercise behaviour and behaviour change is moving towards more integrated models to expand our understanding of issues such as why some adults start to exercise and others do not, and why some relapse from exercise. Accordingly, this thesis takes an exploratory, realist and constructivist approach to develop such an understanding of the processes that influence middle-aged adults (non)participation in exercise. A further intention of the thesis is to reiterate and demonstrate previous calls for alternative methods of writing by employing a confessional tale in parallel with the main text which IS used to highlight and make transparent to the reader those decisions made throughout the research process which are not always shared with them, but which are important. A Straussian interpretation of Grounded Theory methodology was adopted to analyse data from 24 focus groups and 11 individualmterviews with 81 participants aged mainly between 45 and 55 years. Findings identified a '(re)viewing myself process that explains exercise (non)partlcipation in terms of the concept of 'self-assessment', which establishes the difference between 'who I am' and 'who I want to be'. A disparity between these may result in an identity conflict and possible resolution strategies such as change of self and/or others. In accordance with movements in the research methodology literature towards theory integration, this process was also related to existing theories on identity conflict and change, and subsequent hypotheses on the relationship between identity change and behaviour change are suggested. The behavioural outcomes of the '(re )viewing myself process led to the creation of the 'ExerCise Cube', which categorises individuals according to their exercise perceptions, desires and behaviours. Each aXIs on the cube representing a continuum, thus a different set of barriers, motivators and attitudes that require different mterventions if movement across the cube to a more active identity is to be achieved. The theoretical and practical implications from this research provide a useful conceptual tool that can be used practically to inform future interventions that can be tailored to participants' individual needs. The findings support the contmued use of more integrated interdisciplinary models and theories in exercise determinants research.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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