語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Increasing Movement with a VRA Video...
~
Johnson, Amanda-Grace.
FindBook
Google Book
Amazon
博客來
Increasing Movement with a VRA Video Game Program at a Rehabilitation Center.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Increasing Movement with a VRA Video Game Program at a Rehabilitation Center./
作者:
Johnson, Amanda-Grace.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
面頁冊數:
90 p.
附註:
Source: Dissertations Abstracts International, Volume: 82-07, Section: B.
Contained By:
Dissertations Abstracts International82-07B.
標題:
Nursing. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28260491
ISBN:
9798557041577
Increasing Movement with a VRA Video Game Program at a Rehabilitation Center.
Johnson, Amanda-Grace.
Increasing Movement with a VRA Video Game Program at a Rehabilitation Center.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 90 p.
Source: Dissertations Abstracts International, Volume: 82-07, Section: B.
Thesis (D.N.P.)--The University of Arizona, 2020.
This item must not be sold to any third party vendors.
Purpose: The purpose of this quality improvement project was to evaluate the NeuroRestorative Nevada rehabilitation center staff members' perceived effectiveness of a virtual reality activity (VRA) video game program for increased movement opportunities for patients, including post-stroke.Background: Approximately 800,000 adults in the United States suffer a stroke each year. Nearly half of stroke patients suffer from motor functioning problems, but only one out of three patients receive outpatient rehabilitation services. Patients are being forced to consider alternative available therapy options that will provide motor improvements. Virtual reality activity video game therapy is a novel cost-efficient treatment shown to improve motor rehabilitation and increase patient satisfaction. Though virtual reality activity video game therapy may not be a first-line treatment option, it can be a viable option for patients that cannot access traditional therapy.Methods: This quality improvement project evaluated the staff members' perceived effectiveness by providing a virtual information meeting to the staff members, followed by participants completing the online post-meeting survey after one-week of engaging with the video game console. The project's participants included ten staff members that voluntarily choose to attend the information meeting and complete the post-meeting survey.Results: Four participants completed the online post-meeting survey. One out of the four participants answered "Yes" to using the video game system during the one-week trial. The participants chose either "4 - Agree" or "5 - Strongly Agree" responses, with one "3 - Neutral" response, to the six Likert-scale survey questions that the video game console was easy to use, safe for patients with motor impairments, enjoyable to use, affordable and can be used in different settings, can increase patient movement, and would be utilized in the future.Conclusions: All participants agreed that a virtual reality activity video game program could be an effective, safe, and accessible option for patients to increase movement and mobility opportunities and unanimously stated that they would use the program in the future. NeuroRestorative Nevada can now decide if they want to proceed further with implementing a structured program to increase movement opportunities for their patients.
ISBN: 9798557041577Subjects--Topical Terms:
528444
Nursing.
Subjects--Index Terms:
Movement
Increasing Movement with a VRA Video Game Program at a Rehabilitation Center.
LDR
:03537nmm a2200385 4500
001
2283967
005
20211115071959.5
008
220723s2020 ||||||||||||||||| ||eng d
020
$a
9798557041577
035
$a
(MiAaPQ)AAI28260491
035
$a
AAI28260491
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Johnson, Amanda-Grace.
$3
3563053
245
1 0
$a
Increasing Movement with a VRA Video Game Program at a Rehabilitation Center.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2020
300
$a
90 p.
500
$a
Source: Dissertations Abstracts International, Volume: 82-07, Section: B.
500
$a
Advisor: Gregg, S. Renee.
502
$a
Thesis (D.N.P.)--The University of Arizona, 2020.
506
$a
This item must not be sold to any third party vendors.
520
$a
Purpose: The purpose of this quality improvement project was to evaluate the NeuroRestorative Nevada rehabilitation center staff members' perceived effectiveness of a virtual reality activity (VRA) video game program for increased movement opportunities for patients, including post-stroke.Background: Approximately 800,000 adults in the United States suffer a stroke each year. Nearly half of stroke patients suffer from motor functioning problems, but only one out of three patients receive outpatient rehabilitation services. Patients are being forced to consider alternative available therapy options that will provide motor improvements. Virtual reality activity video game therapy is a novel cost-efficient treatment shown to improve motor rehabilitation and increase patient satisfaction. Though virtual reality activity video game therapy may not be a first-line treatment option, it can be a viable option for patients that cannot access traditional therapy.Methods: This quality improvement project evaluated the staff members' perceived effectiveness by providing a virtual information meeting to the staff members, followed by participants completing the online post-meeting survey after one-week of engaging with the video game console. The project's participants included ten staff members that voluntarily choose to attend the information meeting and complete the post-meeting survey.Results: Four participants completed the online post-meeting survey. One out of the four participants answered "Yes" to using the video game system during the one-week trial. The participants chose either "4 - Agree" or "5 - Strongly Agree" responses, with one "3 - Neutral" response, to the six Likert-scale survey questions that the video game console was easy to use, safe for patients with motor impairments, enjoyable to use, affordable and can be used in different settings, can increase patient movement, and would be utilized in the future.Conclusions: All participants agreed that a virtual reality activity video game program could be an effective, safe, and accessible option for patients to increase movement and mobility opportunities and unanimously stated that they would use the program in the future. NeuroRestorative Nevada can now decide if they want to proceed further with implementing a structured program to increase movement opportunities for their patients.
590
$a
School code: 0009.
650
4
$a
Nursing.
$3
528444
650
4
$a
Mass communications.
$3
3422380
650
4
$a
Biomedical engineering.
$3
535387
650
4
$a
Physical therapy.
$3
588713
653
$a
Movement
653
$a
Reality
653
$a
Rehabilitation
653
$a
Video game
653
$a
Virtual
690
$a
0569
690
$a
0541
690
$a
0382
690
$a
0708
710
2
$a
The University of Arizona.
$b
Nursing.
$3
1032346
773
0
$t
Dissertations Abstracts International
$g
82-07B.
790
$a
0009
791
$a
D.N.P.
792
$a
2020
793
$a
English
856
4 0
$u
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28260491
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9435700
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入