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- 오태웅;
- 김지나;
- 남두진;
- 전선혜
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0초록
(Purpose) This study investigated the effectiveness of a virtual reality (VR) -based exercise intervention program for children with cerebral palsy (CP) by analyzing the effect size of Cohen's d. (Methods) The PICO (Patient, Intervention, Comparison, Outcome) frameworks were used to structure the research questions for this study. Effect sizes (Cohen’s d) were calculated for the gait speed, cadence, stride length, and gross motor function measure-E (GMFM-E). Data Selection: Eight studies (2008–2023) were analyzed using the following keywords: cerebral palsy, physical activity, exercise, virtual reality, and gait. The databases included the National Assembly Library, the Academic Research Information Service, Google Scholar, and the US Medical Library Data Search(PubMed). (Results) Interventions lasted 2– 8 weeks, with 2–5 sessions/week (20–40 min/session), using devices like Nintendo Wii Fit, Xbox360, PC, and HMD. Effect sizes for gait parameters were gait speed (d=0.37–0.81, 4 studies), cadence (d=0.36–0.78, 3 studies), and stride length (d=0.33–0.91, 3 studies). GMFM-E scores showed small effect sizes (d=0.15–0.28, 4 studies). (Conclusions) VR -based interventions focusing on balance and postural control significantly enhanced gait parameters in children with CP.
키워드
- 제목
- 뇌성마비 아동을 위한 가상현실 기반 운동중재의 보행효과에 대한 체계적 문헌고찰 및 효과크기 분석
- 제목 (타언어)
- A Systematic Literature Review and Effect Size Analysis of the Effectiveness of Virtual Reality-Based Exercise Interventions on Gait in Children with Cerebral Palsy
- 저자
- 오태웅; 김지나; 남두진; 전선혜
- 발행일
- 2025-05
- 권
- 13
- 호
- 3
- 페이지
- 91 ~ 102