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The Effects of Computerized Gaming Program on Cognition in Children with Mental Retardation: A Case Study
J Kor Phys Ther 2018;30(5):193-198
Published online October 31, 2018;  https://doi.org/10.18857/jkpt.2018.30.5.193
© 2018 The Korea Society of Physical Therapy.

Seon Chil Kim1, Ju Young Heo2, Hwa Kyung Shin2, Byeong Il Kim3

1Department of Biomedical Engineering, Keimyung University, Daegu; 2Department of Physical Therapy, Daegu Catholic University, Daegu;
3Worisoft, Daegu, Korea
Hwa Kyung Shin
E-mail hkshin0110@gmail.com
Received May 16, 2018; Revised September 21, 2018; Accepted October 25, 2018.
This is an Open Access article distribute under the terms of the Creative Commons Attribution Non-commercial License (Http://creativecommons.org/license/by-nc/4.0.) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.
Abstract
Purpose: The purpose of this study was to analysis of effectiveness between cognitive function assessment scores and gaming cognitive rehabilitation system in children with intellectual impairment.
Methods: Five children (male=5, age=10.00±0.80) with intellectual impairment participated in this study and were randomly assigned to the experiment that played (received) gaming cognitive rehabilitation system (Neuroworld). The children were applied 2 times a week for 30 minutes during 3 months. The children were assessed K-WSIC-VI (Korean-Wechsler intelligence scale for children-fourth edition) and recorded that gained score in gaming cognitive rehabilitation system before and after intervention. K-WSIC-VI contained five primary index scores: verbal comprehension index, visual spatial index, fluid reasoning index, working memory index, and processing speed index. Gaming cognitive rehabilitation system scoring was composed visual recall, target recall, sequence recall, selective attention, continuous attention, and exploration.
Results: In the intelligence quotient (IQ) of K-WSIC-VI, there were significant increased in all children. The visual recall item was highest effective in all children. However, sequential recall showed the lowest improvement in all children. The performance speed of selective attention item was decreased, this means that children’s skills have improved. Also, their ability to explore has improved significantly.
Conclusion: In conclusion, gaming cognitive rehabilitation system was significant effectiveness in cognitive function in some categories for children with intellectual impairment. However, the visual recall and performance speed don’t represent of all cognitive function.Therefore, further studies will need to verify by applying more subject and longer duration.
Keywords : Cognitive function, Intellectual impairment, Gaming cognitive rehabilitation system


October 2018, 30 (5)
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