29 research outputs found
Child-report measures of occupational performance: A systematic review
© Copyright 2016 Cordier et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Introduction Improving occupational performance is a key service of occupational therapists and client-centred approach to care is central to clinical practice. As such it is important to comprehensively evaluate the quality of psychometric properties reported across measures of occupational performance; in order to guide assessment and treatment planning. Objective To systematically review the literature on the psychometric properties of child-report measures of occupational performance for children ages 2-18 years. Methods A systematic search of the following six electronic databases was conducted: CINAHL; Psy-cINFO; EMBASE; PubMed; the Health and Psychosocial Instruments (HAPI) database; and Google Scholar. The quality of the studies was evaluated against the COSMIN taxonomy of measurement properties and the overall quality of psychometric properties was evaluated using pre-set psychometric criteria. Results Fifteen articles and one manual were reviewed to assess the psychometric properties of the six measures-the PEGS, MMD, CAPE, PAC, COSA, and OSA- which met the inclusion criteria. Most of the measures had conducted good quality studies to evaluate the psychometric properties of measures (PEGS, CAPE, PAC, OSA); however, the quality of the studies for two of these measures was relatively weak (MMD, COSA). When integrating the quality of the psychometric properties of the measures with the quality of the studies, the PAC stood out as having superior psychometric qualities. Conclusions The overall quality of the psychometric properties of most measures was limited. There is a need for continuing research into the psychometric properties of child-report measures of occupational performance, and to revise and improve the psychometric properties of existing measures
The impact of hospital-based and community based models of cerebral palsy rehabilitation: a quasi-experimental study
Real Life Active Gaming Practices of 7-to-11 Year-Old Children
Objective: In the laboratory, active gaming has been shown to increase physical activity levels in children compared with seated media activities. The information is sparse, however, about children's real life active gaming practices, and the laboratory protocols used thus far might not be representative. The purpose of the present study was to establish the sociodemographic characteristics, real life active gaming practices, and reasons for gameplay, to later inform intervention studies. Materials and Methods: An “Active Gaming Questionnaire” was purposely developed and distributed to 44 7–11-year-old children and their parents. Forty questionnaires were completed and returned. Results: Analysis found 95 percent of the children had access to active gaming consoles “at home.” The favorite console was the Nintendo (Kyoto, Japan) Wii™, and the favorite game was Nintendo “Wii Sports.” The majority of children frequently played active games against other people. The average reported gameplay time was 81 minutes on 1–2 days per week, usually on a Saturday. More than half of the children (52.5 percent) consumed foods and/or drinks during play, which was significantly associated (P=0.000) with an extended average gameplay time (increased by 25 minutes). The majority of participants (65 percent) considered active gaming to be an alternative form of exercise, and main reasons for active videogame play included for entertainment, health benefits, and the environment. Conclusions: In conclusion, children 9.3±1.4 years old typically play Nintendo “Wii Sports,” once or twice per week for 81 minutes. Reported active gameplay time is extended by 25 minutes when food and/or drinks are consumed
Parameter optimisation for a discrete event simulator
Reactive thermostatistical search (RTS) is used within this paper to optimise parameter settings for discrete event simulation problems; the performance of its implementation within the Witness discrete event simulation package is benchmarked against that of the optimiser used within the ProModel package. RTS is a new technique, based upon simulated annealing, which incorporates elements of tabu search into the SA process, by learning from its experience of the problem domain and modifying its search strategy accordingly
