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Effects of virtual reality treadmill training on balance and balance self-efficacy in stroke patients with a history of falling
Jung J, Yu J, Kang H
Journal of Physical Therapy Science 2012 Nov;24(10):1133-1136
clinical trial
5/10 [Eligibility criteria: Yes; Random allocation: Yes; Concealed allocation: No; Baseline comparability: Yes; Blind subjects: No; Blind therapists: No; Blind assessors: Yes; Adequate follow-up: No; Intention-to-treat analysis: No; Between-group comparisons: Yes; Point estimates and variability: Yes. Note: Eligibility criteria item does not contribute to total score] *This score has been confirmed*

PURPOSE: The purpose of this study was to investigate the effects of virtual reality treadmill training on balance and balance self-efficacy in stroke patients with a history of falling. SUBJECTS: Twenty-one stroke patients with a history of falling were allocated into 2 groups: a virtual reality treadmill training group (experimental group, n = 11), and control group (n = 10). METHODS: We measured patients' balance function and balance self-efficacy before and after 3 weeks of virtual reality treadmill training. RESULTS: Balance and balance self-efficacy were significantly higher in the experimental group. Furthermore, balance and balance self-efficacy significantly increased after 3 weeks in both groups compared with the baseline values. CONCLUSION: Virtual reality treadmill training significantly improves balance and balance self-efficacy in stroke patients who are able to participate in physical balance training.

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