Title: The Effects of the Wii Fit Balance Games on Static and Dynamic Balance of 9-11 Year Old Boys with Developmental Coordination Disorder Sarah Krasniuk, Jenna MacLeod, Stuart Matthews, Jamila Twahir, Jane Taylor
1The Effects of the Wii Fit Balance Games on
Static and Dynamic Balance of 9-11 Year Old Boys
with Developmental Coordination Disorder
Sarah Krasniuk, Jenna MacLeod, Stuart
Matthews, Jamila Twahir, Jane Taylor
2Introduction
3Wii 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)
4An Approach to Improving Balance using a Virtual
Reality Intervention
- 9 sessions, 2 sessions/week
5Purpose 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.
6Method
7Wii Fit Balance Training
8Data Analysis
Pre- and post-intervention
Intervention measures measures
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
9ResultsSingle Subject
- Participant 3 performing Soccer Header and
Penguin Slide
10Force plate Participant 3
Post-intervention balance space task
Pre-intervention balance space task
11PAS 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
12Discussion
- 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
13MABC
Participant Pre-intervention TBS Post-intervention TBS
1 lt5 gt15
2 gt15 gt15
3 5 lt5
- 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
14Conclusion
- 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
15References
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16Any Questions?