Department of Physical Therapy & Human Movement Science, Sacred Heart University, Fairfield, CT, USA
© 2022 Korea Health Personnel Licensing Examination Institute
This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Authors’ contributions
Conceptualization: MW, WR, AO, DV. Data curation: WR. Methodology/formal analysis/validation: WR, DV. Project administration: MW. Funding acquisition: not applicable. Writing–original draft: MW. Writing–review & editing: MW, WR, AO, DV.
Conflict of interest
No potential conflict of interest relevant to this article was reported.
Funding
None.
Data availability
Data files are available from Harvard Dataverse: https://doi.org/10.7910/DVN/AUYSTE
Dataset 1. Pre-post cohort 1 2017.
Dataset 2. Pre-post cohort 2 2018.
Dataset 3. Differences in baseline confidence cohort 1 and cohort 2.
Timeline | Intervention |
---|---|
Month 0: semester 2 (Spring); tutorial case | Students explored literature related to incorporating the use of active video gaming into the physical therapy plan of care. |
Week 2: baseline; lab activity #1; 45 minutes in small groups at each station followed by a 30 minute debrief with the class (Supplement 2) | Pre-test survey was emailed and completed prior to lab activity #1 |
a)Station 1: 73-yr female; s/p left middle cerebral artery stroke | |
• Stability: static standing postural control without an assistive device | |
• AVG system: Nintendo Wii | |
• Game(s): Wii Fit with balance board for slalom skiing, table tilt, yoga | |
b)Station 2: 82-yr female with Parkinson’s disease | |
• Mobility: standing dynamic postural control | |
• AVG system: Nintendo Switch | |
• Game: Just Dance | |
c)Station 3: 27-yr male; s/p post-concussion while snowboarding | |
• Mobility Plus: high-level postural control activities | |
• AVG system: Xbox One Kinect | |
• Game(s): soccer, rock climbing, wave runner, Fruit Ninja | |
Full Class Debrief: students reflected by describing their experiences in relation to the guiding questions | |
Months 2-4: first full-time clinical education experience I | Students completed an 8-week summer clinical experience between semesters 2 and 3. Appropriate settings for this first clinical experience include: outpatient musculoskeletal and neurorehabilitation settings, subacute and acute rehabilitation facilities. |
Months 4-8: students begin semester 3 of the curriculum (Fall) | In tutorials, labs, and large group discussions, students discuss patients with disorders or dysfunction of the cardiopulmonary, integumentary, and complex multi-system problems. Students apply that knowledge to more advanced problem-solving and patient management from examination through evaluation, diagnosis, prognosis, and intervention. |
Month 8: semester 3; lab activity #2; 45 minutes with small groups in each station followed by a 30-minute debrief (Supplement 4) | a)Station 1: 20-yr male; s/p spinal cord injury |
• Stability: seated postural control | |
• AVG system: Nintendo Wii | |
• Game(s): Mario Cart, Cow Run | |
b)Station 2: 56-yr male; s/p motor vehicle accident with complex medical diagnoses | |
• Mobility: using a rolling a walker | |
• AVG system: XBox One Kinect | |
• Game(s): soccer, rock climbing, wave runner, Fruit Ninja, bowling | |
c)Station 3: 10-yr female with asthma | |
• Mobility Plus: aerobic exercise | |
• AVG system: Nintendo Switch | |
• Game(s): Just Dance | |
Full-class debrief: students reflected by describing their experiences in relationship to the guiding questions | |
Post-lab survey | Post-test survey was emailed and completed after lab activity #2 |
s/p, status post; AVG, active video game.
a) Stability: maintain a posture or orientation of the trunk and limbs to: allow movement of other body segments, hold body and body segments in a required game position, and resist perturbations.
b) Mobility: movement of body segments to reach a target, avoid obstacles, assume required positions, or “drive” or “steer” the game task.
c) Mobility Plus: a higher-level movement required, including more athletic balance or mobility tasks such as jumping, lunging, or running in place.
a-c)Defined by Levac et al. [11].
Timeline | Intervention |
---|---|
Month 0: semester 2 (Spring); tutorial case | Students explored literature related to incorporating the use of active video gaming into the physical therapy plan of care. |
Week 2: baseline; lab activity #1; 45 minutes in small groups at each station followed by a 30 minute debrief with the class (Supplement 2) | Pre-test survey was emailed and completed prior to lab activity #1 |
• Stability: static standing postural control without an assistive device | |
• AVG system: Nintendo Wii | |
• Game(s): Wii Fit with balance board for slalom skiing, table tilt, yoga | |
• Mobility: standing dynamic postural control | |
• AVG system: Nintendo Switch | |
• Game: Just Dance | |
• Mobility Plus: high-level postural control activities | |
• AVG system: Xbox One Kinect | |
• Game(s): soccer, rock climbing, wave runner, Fruit Ninja | |
Full Class Debrief: students reflected by describing their experiences in relation to the guiding questions | |
Months 2-4: first full-time clinical education experience I | Students completed an 8-week summer clinical experience between semesters 2 and 3. Appropriate settings for this first clinical experience include: outpatient musculoskeletal and neurorehabilitation settings, subacute and acute rehabilitation facilities. |
Months 4-8: students begin semester 3 of the curriculum (Fall) | In tutorials, labs, and large group discussions, students discuss patients with disorders or dysfunction of the cardiopulmonary, integumentary, and complex multi-system problems. Students apply that knowledge to more advanced problem-solving and patient management from examination through evaluation, diagnosis, prognosis, and intervention. |
Month 8: semester 3; lab activity #2; 45 minutes with small groups in each station followed by a 30-minute debrief (Supplement 4) | |
• Stability: seated postural control | |
• AVG system: Nintendo Wii | |
• Game(s): Mario Cart, Cow Run | |
• Mobility: using a rolling a walker | |
• AVG system: XBox One Kinect | |
• Game(s): soccer, rock climbing, wave runner, Fruit Ninja, bowling | |
• Mobility Plus: aerobic exercise | |
• AVG system: Nintendo Switch | |
• Game(s): Just Dance | |
Full-class debrief: students reflected by describing their experiences in relationship to the guiding questions | |
Post-lab survey | Post-test survey was emailed and completed after lab activity #2 |
Characteristic | Cohort 2017 (n=60) | Cohort 2018 (n=55) |
---|---|---|
Age (yr) | 22.0±0.84 (21.0–29.0) | 22.0±0.94 (21.0–26.0) |
Undergraduate degree | ||
Exercise science | 37 (61.7) | 46 (54.2) |
Athletic training | 7 (11.7) | 5 (9.1) |
Biology | 4 (6.7) | 2 (3.6) |
Psychology | 5 (8.3) | 1 (1.8) |
Kinesiology | 2 (3.3) | 1 (1.8) |
Health science | 1 (1.7) | 0 |
3+3 physical therapy | 3 (5.0) | 0 |
Nutritional sciences | 1 (1.7) | 0 |
Gender | ||
Female | 39 (65.0) | 40 (72.7) |
Male | 21 (35.0) | 15 (27.3) |
Confidence operating Xbox (%) | 49.5±32.1 | |
Confidence operating Wii (%) | 70.4±27.0 | |
Confidence using for physical therapy intervention (%) | 55.1±25.4 |
Variable | Cohort 1 |
Cohort 2 |
||
---|---|---|---|---|
Pre-intervention | Post-intervention | Pre-intervention | Post-intervention | |
General use of gaming | 65.0 (51.5–74.5) | 86.0 (78.0–94.0) | 70.0 (53.0–80.0) | 90.0 (84.0–96.0) |
Game selection | 66.0 (51.0–75.0) | 86.0 (78.0–91.0) | 67.0 (51.0–76.0) | 90.0 (83.0–94.0) |
Plan of care | 51.0 (40.0–60.0) | 74.0 (64.0–80.0) | 58.0 (44.0–70.0) | 88.0 (80.0–94.0) |
Set-up | 60.0 (43.0–64.0) | 77.0 (70.0–81.0) | 67.0 (50.0–80.0) | 93.0 (87.0–100.0) |
Documentation | 53.0 (40.0–60.0) | 77.0 (70.0–81.0) | 58.0 (47.0–72.5) | 83.0 (80.0–93.0) |
Setting | 45.0 (33.5–56.0) | 70.0 (61.5–80.0) | 56.0 (40.5–66.0) | 84.0 (78.0–92.0) |
Total | 57.0 (44.0–63.5) | 79.0 (73.0–85.0) | 61.0 (48.0–71.0) | 89.0 (80.0–93.0) |
s/p, status post; AVG, active video game. Stability: maintain a posture or orientation of the trunk and limbs to: allow movement of other body segments, hold body and body segments in a required game position, and resist perturbations. Mobility: movement of body segments to reach a target, avoid obstacles, assume required positions, or “drive” or “steer” the game task. Mobility Plus: a higher-level movement required, including more athletic balance or mobility tasks such as jumping, lunging, or running in place. a-c)Defined by Levac et al. [
Values are presented as mean±SD (range), number (%), or mean±SD, unless otherwise stated. SD, standard deviation.
Values are presented as median (interquartile range).