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  1. Kamarul Izham Kamarudin, Then, Jun Wei, Yeoh, Ching Wooi, Ooi, Ying Jing, Chopra, S.
    MyJurnal
    Bone transport using the Ilizarov technique has been
    one of the most popular techniques in treating fracture
    with significant bone defect. However, pain and joint
    stiffness following Ilizarov fixation are few of the wellknown
    complications. We report a case of a 23-year-old
    gentleman with a closed left humeral diaphyseal fracture
    following a traffic accident who underwent plating of the
    left humerus which was later complicated with infected
    nonunion. He was then treated with corticotomy and
    bone lengthening using the semicircular Ilizarov ring
    fixator. Good clinical and functional outcomes were
    observed during transportation period (elbow flexion
    10̊ to 90̊) with minimal complications.
  2. Then JW, Shivdas S, Tunku Ahmad Yahaya TS, Ab Razak NI, Choo PT
    J Hand Ther, 2020 05 16;33(2):235-242.
    PMID: 32430167 DOI: 10.1016/j.jht.2020.03.029
    STUDY DESIGN: This is a two-group randomized controlled trial.

    INTRODUCTION: Finger stiffness after treatment for metacarpal fractures often occurs due to poor compliance to the conventional rehabilitation programs. Gamification has shown success in improving adherence to and effectiveness of various therapies.

    PURPOSE OF THE STUDY: The purpose of this study was to evaluate whether gamification, using cost-effective devices was comparable with conventional physiotherapy in improving hand functions and adherence to rehabilitation in metacarpal fractures.

    METHODS: A 2-group randomized controlled trial involving 19 patients was conducted. Participants were randomized to a control (conventional physiotherapy, n = 10) or interventional group (gamification, n = 9). The grips strength and composite finger range of motion were measured at the baseline and each follow-up together with Patient-Rated Wrist and Hand Evaluation scores and compliance.

    RESULTS: There were no significant differences on improvements of grip strength (means difference 24.38 vs 20.44, P = .289) and composite finger range of motion (means difference 50.50 vs 51.11, P = .886). However, the gamification group showed better results in Patient-Rated Wrist and Hand Evaluation (mean 0.44 vs 8.45, P = .038) and compliance (P 

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