巴士球联合VR体感游戏在脑瘫患儿康复中的应用效果

    Application effect of Bobath ball combined with VR somatosensory game on rehabilitation of children with cerebral palsy

    • 摘要:
      目的探讨巴士球联合虚拟现实(VR)体感游戏在脑瘫(CP)患儿康复中的效果及其对粗大运动、平衡功能及三维步态时空指标的影响。
      方法选取CP患儿80例,随机分为对照组和观察组,各40例。对照组给予常规康复训练,观察组在对照组基础上给予巴士球+VR体感游戏,均干预3个月。比较2组患儿干预前和干预1、3个月后粗大运动、平衡功能(轨迹长、单位面积轨迹长、外周面积)、三维步态时空指标(步幅、步长、双支撑相)、被动活动及屈伸最大等长收缩状态下腓肠肌表面肌电参数肌电积分值(iEMG)、中值频率(MF)、日常生活能力(ADL),并比较2组患儿家属满意度。
      结果干预3个月后,观察组D区、E区粗大运动评分均明显高于对照组(P < 0.01);观察组日常生活能力评分明显高于对照组(P < 0.01);干预1、3个月后,观察组患儿单位面积轨迹均明显大于对照组(P < 0.01);轨迹长和外周面积均明显小于对照组(P < 0.01);观察组步幅、步长均大于对照组(P < 0.05~P < 0.01),双支撑相均明显小于对照组(P < 0.01);被动活动状态下iEMG均明显低于对照组(P < 0.01),屈伸最大等长收缩状态下iEMG、MF均明显大于对照组(P < 0.01)。观察组患儿家属总满意度高于对照组(P < 0.05)。
      结论巴士球联合VR体感游戏可改善CP患儿粗大运动、平衡功能,降低被动状态下肌张力,提高步长,减少患儿双足支撑相时间,对提高CP患儿日常活动能力及家属满意度有积极作用。

       

      Abstract:
      ObjectiveTo explore the effect of Bobath ball combined with virtual reality(VR) somatosensory game on the rehabilitation of children with cerebral palsy(CP) and its effects on gross movement, balance function and three-dimensional gait space-time indexes.
      MethodsA total of 80 children with CP were randomly divided into control group and observation group according to the order of admission, with 40 cases in each group.The control group was given routine rehabilitation training, and the observation group was given Bobath ball+VR somatosensory game on the basis of the control group for 3 months.The gross movement, balance function(track length, track length per unit area, peripheral area), three-dimensional gait spatio-temporal indexes(stride, step length, dual support phase), surface electromyographic parameters of gastrocnemius muscle under passive activity and maximum isometric contraction of flexion and extensionintegral electromyogram(iEMG), median frequency(MF), and ability of daily living(ADL) were compared before intervention and 1 and 3 months after intervention.The satisfaction of family members of the two groups were compared.
      ResultsAfter 3 months of intervention, the gross movement scores of D and E areas in the observation group were significantly higher than those in the control group(P < 0.01);the scores of ADL in the observation group were significantly higher than those in the control group(P < 0.01).After 1 and 3 months of intervention, the track of unit area in the observation group were significantly higher than those in the control group(P < 0.01);the track length and peripheral area in the observation group were significantly less than those in the control group(P < 0.01);the stride and step length in the observation group were greater than those in the control group(P < 0.05 to P < 0.01), and the double support phase were significantly less than those in the control group(P < 0.01);the iEMG in the passive activity state was significantly lower than that in the control group(P < 0.01), and the iEMG and MF in the maximum isometric contraction state of flexion and extension were significantly greater than those in the control group(P < 0.01).The total satisfaction of family members of children in the observation group was higher than that in the control group(P < 0.05).
      ConclusionsBobath ball combined with VR somatosensory game can improve the gross movement and balance function of children with CP, reduce the muscle tension in passive state, increase the step length, reduce the time of bipedal support phase, and play a positive role in improving the ADL and family members′ satisfaction of children with CP.

       

    /

    返回文章
    返回