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  1. Sadeghi H, Hakim MN, Hamid TA, Amri SB, Razeghi M, Farazdaghi M, et al.
    Arch Gerontol Geriatr, 2017 Mar-Apr;69:144-150.
    PMID: 27923177 DOI: 10.1016/j.archger.2016.11.009
    BACKGROUND: Proprioception is the ability to sense the body position, muscle sense, joint stability and posture. As balance decreases during the process of aging, knee proprioception has a critical role in body balance and daily activities. Exergaming has shown to be a potentially effective and more enjoyable form of exercise delivery.

    OBJECTIVE: The purpose of this study was to determine the effect of an 8-week Xbox Kinect exercise program on knee proprioception in healthy older adults.

    METHODOLOGY: Thirty-two elderly men who were 65 years of age or older were randomly allocated to either a control or experimental group (allocation ratio 1:1). The experimental group received an exergame intervention that included Xbox Kinect with games focusing on movements of the knee joint for 8 weeks (three times per week and 40min per sessions). A Biodex Isokinetic Dynamometer was used to measure knee joint position sense before and after the exercise program.

    RESULTS: After eight weeks of training, knee proprioception significantly improved in the intervention group for several knee joint angles: 30° (3.5±1.1), 45° (3.1±0.9), and 60° (3.0±0.6) compared to the control group 30° (5.2±0.8), 45° (5.2±0.8), and 60° (6.2±0.9) (dominant leg F1, 28=23.469, p=0.001. ƞ2=0.456; non-dominant leg F1, 28=23.076, p=0.001. ƞ2=0.452).

    CONCLUSION: The results from this study indicate that exergame intervention can enhance knee proprioception in elderly men.
  2. Sadeghi H, Jehu DA, Daneshjoo A, Shakoor E, Razeghi M, Amani A, et al.
    Sports Health, 2021;13(6):606-612.
    PMID: 33583253 DOI: 10.1177/1941738120986803
    BACKGROUND: Poor muscle strength, balance, and functional mobility have predicted falls in older adults. Fall prevention guidelines recommend highly challenging balance training modes to decrease falls; however, it is unclear whether certain modes are more effective. The purpose of this study was to determine whether traditional balance training (BT), virtual reality balance training (VR), or combined exercise (MIX) relative to a waitlist control group (CON) would provoke greater improvements in strength, balance, and functional mobility as falls risk factor proxies for falls in older men.

    HYPOTHESIS: We hypothesized that 8 weeks of MIX will provoke the greatest improvements in falls risk factors, followed by similar improvements after BT and VR, relative to the CON.

    STUDY DESIGN: Single-blinded randomized controlled trial NCT02778841 (ClinicalTrials.gov identifier).

    LEVEL OF EVIDENCE: Level 2.

    METHODS: In total, 64 community-dwelling older men (age 71.8 ± 6.09 years) were randomly assigned into BT, VR, MIX, and CON groups and tested at baseline and at the 8-week follow-up. The training groups exercised for 40 minutes, 3 times per week, for 8 weeks. Isokinetic quadriceps and hamstrings strength on the dominant and nondominant legs were primary outcomes measured by the Biodex Isokinetic Dynamometer. Secondary outcomes included 1-legged stance on firm and foam surfaces, tandem stance, the timed-up-and-go, and gait speed. Separate one-way analyses of covariance between groups were conducted for each outcome using baseline scores as covariates.

    RESULTS: (1) MIX elicited greater improvements in strength, balance, and functional mobility relative to BT, VR, and CON; (2) VR exhibited better balance and functional mobility relative to BT and CON; and (3) BT demonstrated better balance and functional mobility relative to CON.

    CONCLUSION: The moderate to large effect sizes in strength and large effect sizes for balance and functional mobility underline that MIX is an effective method to improve falls risk among older adults.

    CLINICAL RELEVANCE: This study forms the basis for a larger trial powered for falls.

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