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The Effects of the Wii Fit Balance The Effects of the Wii Fit Balance Games on Static and Dynamic Games on Static and Dynamic
Balance of 9-11 Year Old Boys with Balance of 9-11 Year Old Boys with Developmental Coordination DisorderDevelopmental Coordination Disorder
Sarah Krasniuk, Jenna MacLeod, Stuart Matthews, Sarah Krasniuk, Jenna MacLeod, Stuart Matthews, Jamila Twahir, Jamila Twahir, Jane Taylor Jane Taylor
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IntroductionIntroduction
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Wii Fit InterventionWii Fit Intervention
Purpose of the Wii Fit is to improve balance, strength, flexibility, fitness, and general well-being (Nitz, Kuys, Isles, & Fu, 2009)
Improves balance in persons compromised by stroke (Brown, Sugarman, & Burstin, 2009; & Deutsch, Robbins, Morrison, & Bowlby, 2009)
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An Approach to Improving An Approach to Improving Balance using a Virtual Reality Balance using a Virtual Reality
InterventionIntervention 9 sessions, 2 sessions/week
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Purpose StatementPurpose Statement
To investigate the effect of 9 sessions of Wii Fit Balance training on static and dynamic balance of three boys with DCD aged 9-11 years.
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MethodMethod
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Wii Fit Balance TrainingWii Fit Balance Training
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Data AnalysisData AnalysisPre- and post-intervention Intervention measuresPre- and post-intervention Intervention measures measuresmeasures
AMTI force plate protocol
MABC Single subject design
-Sway area- AP sway- ML sway- path length- possible anterior sway (PAS)- possible posterior sway (PPS)
- Total balance score (TBS)
-Scoring 2 or 3 stars (depending on game)- for 3/5 trials- 2 sessions in a row- continue playing the same games
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ResultsResultsSingle SubjectSingle Subject
• Participant 3 performing Soccer Header and Penguin Slide
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Force plate: Participant 3Force plate: Participant 3
Pre-intervention balance space task
Post-intervention balance space task
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PAS & PPS for dynamic balancePAS & PPS for dynamic balance
• Post-intervention increases in sway were measured with percent gains in balance space task: Anterior sway: 8.43% Posterior sway: 262%
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DiscussionDiscussion
Wii Fit Balance Training Increased level, trend, and implied reaction and movement
time
Force Plate Increased sway in static balance tasks increased
tolerance of sway
Largest gain participant 1 (262%) in posterior sway
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MABCMABCParticipant Pre-intervention
TBSPost-intervention TBS
1 <5% >15%
2 >15% >15%
3 5% <5%
Participant 3 made highest level of improvement with the Wii Fit, but obtained a worse TBS score post-intervention
Suggests that the Wii Fit is more of a motivational tool than the static and dynamic balance tests of the MABC
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ConclusionConclusion
Motivator to practice balance games to: React more quickly, Develop balance and problem-solving strategies
Participants 2 and 3 were so engaged they purchased a
Wii Fit
Potential for balance training More research needed
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Deconinck, F. J., De Clercq, D., Van Coster, R., Ooostra, A., Dewitte, G., Savelsbergh, G. J., Cambier, D., & Lenoir, M. (2008). Sensory contributions to balance in boys with and without developmental coordination disorder. Adapted Physical Activity Quarterly, 2008, 25, 17-35. Retrieved from, http://hk.humankinetics.com/APAQ/journalAbout.cfm
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Nitz, J. C., Kuys, S., Isles, R., & Fu, S. (2009). Is the wii fit a new-generation tool for improving balance, health, and well-being? A pilot study. Climacteric 2009; Early Online, 1-6. doi: 10.3109/13697130903395193
Shih, C. H., Shih, C. T., & Chiang, M. S. (2010). A new standing posture detector to enable people with multiple disabilities to control environmental stimulation by changing their standing posture through a commercial Wii Balance Board. Research in Developmental Disabilities, 31, 281-286. doi: 10.1016/j.ridd/2009.09.013
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Any Questions?Any Questions?