The Hong Kong Polytechnic University, St. James Settlement Hong Kong, Salvation Army Hong Kong
Hong Kong, China, 0000
NCT Number: NCT05971420
Using a Virtual Reality (VR) games-based application is as an innovative falls prevention technology in an aged care service. The VR intervention has promising effects on improving the physical and balance performances in the older adults.The study explored and evaluated the effects of VR activity-based training on falls prevention among community-dwelling older adults with mild cognitive impairment.
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Notify Me65 year–85 year
All sexes
Interventional
Not applicable
Hong Kong, China, 0000
A pilot randomized control trial study was applied to compare the effects on falls prevention between participants who experienced a full-immersive VR training and group-based exercise (Baduanjin) training. Eighteen participants were recruited from ausing convenience sampling and were randomly assigned into the VR group and the exercise group (non-VR). The participants in both wo groups' participants attended 16 falls prevention training sessions over eight weeks. Eligible participants identified with a higher risk of mild cognitive impairment and early dementia undertook three measurements, pretest (T1), post-test (T2) and follow up (T3). The primary outcomes assessed included changes in physical risks factor of falls, and the secondary outcomes assessed included changes in cognition and fall efficacy.
Healthy volunteers accepted: No
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
if they had a medical diagnosis of unstable health conditions
VR games activities were chosen for simulated cognitive-motor training in the VR group. The VR training modules for this study included fire drill, walking exercise, balancing game activities and community shopping practices. These training modules involved dual task components; the participant was expected to train up his/her physical and cognitive motor performances in an 8-week VR activity-based program. VR group participants received 2-sessions per week, 16 training sessions in total.
The exercise group used a traditional Chinese Qigong Baduanjin exercise incorporating with a fall prevention education strategy.
Time frame: At prettest, postest (up to 8 weeks) and post 3 months follow up
To test the balance performance and assess the fall risk. Total score is 56 ( score below 51 indicated predictive of fall risk)
Time frame: At prettest, postest (up to 8 weeks) and post 3 months follow up
To assess functional mobility and assess the fall risk. Score over 12 seconds indicates higher risk of fall for the older adults
Time frame: At prettest, postest (up to 8 weeks) and post 3 months follow up
To assess the walking speed and performance. Walking distance within 6 minutes measured the length (m/metre)
Time frame: At prettest, postest (up to 8 weeks) and post 3 months follow up
To assess the cognitive level. Total score 30 ( score if less than 22 indicated higher risk of midl cognitive impairment
Time frame: At prettest, postest (up to 8 weeks) and post 3 months follow up
To assess the level of executive functions. It indicated the time of completion (second)
Time frame: At prettest, postest (up to 8 weeks) and post 3 months follow up
To assess the level of fear concern. Totoal score is 64 (score lower than 27 indicated less fear concern
University of Southern Queensland
Other
Virtual Reality Activity-based Training for Preventing Falls Among Community-dwelling Older Adults With Mild Cognitive Impairment: A Pilot Randomized Control Trial Study
Acronym: MCI
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