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1.
Behav Brain Funct ; 20(1): 20, 2024 Aug 22.
Artigo em Inglês | MEDLINE | ID: mdl-39174998

RESUMO

BACKGROUND: This study investigated the effects of repetitive unihemispheric concurrent dual-site anodal transcranial direct current stimulation (a-tDCSUHCDS) associated with the use of virtual reality games (VR) on the motor coordination of sedentary adolescent girls. METHODS: Thirty-six inactive adolescent girls were randomly assigned into 3 groups (n = 12 per group): (1) VR + a-tDCSUHCDS, (2) VR + sham-tDCSUHCDS, and (3) Control. The VR + a-tDCSUHCDS and VR + s-tDCSUHCDS groups received the intervention three times a week for four weeks. In each experimental session, participants first received either 20 min of a-tDCSUHCDS (2 mA at each anodal electrode) targeting the primary motor cortex (M1) and the left dorsolateral prefrontal cortex (DLPFC) or sham and then performed VR for 1 h. The control group received no intervention. Eye-hand coordination (EHC) and bimanual coordination (BC) were measured at baseline, post-intervention, and two weeks later (retention test) using the automatic scoring mirror tracer and continuous two-arm coordination test, respectively. RESULTS: Results showed that the EHC was significantly higher in the VR + a-tDCS and VR + s-tDCS groups at post-intervention (all ps< 0.001) and the retention test (all ps< 0.001) compared to the control group. Moreover, the EHC was significantly higher in the VR + a-tDCS group compared to the VR + s-tDCS group (p = 0.024) at the retention. Similarly, VR + a-tDCS and VR + s-tDCS improved BC compared to the control group at post-intervention (all ps< 0.001) and retention test (all ps< 0.001). In addition, higher BC was observed in the VR + a-tDCS group compared to the VR + s-tDCS group (p< 0.001) at the retention test. CONCLUSIONS: Our results suggest that adding a-tDCSUHCDS to VR over 12 sessions may have an additional effect on VR training for improving and retaining motor coordination in sedentary adolescent girls.


Assuntos
Córtex Motor , Desempenho Psicomotor , Comportamento Sedentário , Estimulação Transcraniana por Corrente Contínua , Jogos de Vídeo , Realidade Virtual , Humanos , Feminino , Estimulação Transcraniana por Corrente Contínua/métodos , Adolescente , Córtex Motor/fisiologia , Desempenho Psicomotor/fisiologia , Córtex Pré-Frontal Dorsolateral/fisiologia , Destreza Motora/fisiologia
2.
J Women Aging ; 34(4): 429-437, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-33998393

RESUMO

This study aimed to compare the effect of the Aerobic and Pilates exercises on mental health in inactive older women. Seventy-five inactive aged women were randomly divided into three groups (n = 25); aerobic (62.48 ± 2.87 years), Pilates (62.66 ± 1.68 years), and control group (63.80 ± 3.35 years). The Goldberg General Health Questionnaire assessed mental health. The exercise program was performed for 12 weeks. The results indicate that Pilates exercises are more valuable than aerobic training in depression (p ≤ .05). However, in other mental health components, the difference between the two exercise groups was not statistically significant. According to our results, physical activity, particularly Pilates and aerobic exercises, improves physical health and has a close correlation with the mental health of inactive older women. These results highlight the role of these physical exercise training in older women.


Assuntos
Técnicas de Exercício e de Movimento , Idoso , Exercício Físico , Técnicas de Exercício e de Movimento/métodos , Terapia por Exercício , Feminino , Humanos , Saúde Mental , Comportamento Sedentário
3.
Biomed Res Int ; 2022: 5792094, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36523486

RESUMO

This study is aimed at examining the effect of eight weeks of selected virtual-assisted games based on Montessori pedagogical principal on the motor proficiency and perceived self-control in the children with spastic hemiplegia during the coronavirus outbreak. In this quasi-experimental study, the children (6.42y ± 1.12y) with hemiplegia were randomly selected and assigned to either the experimental group or the control group. In the pretest, motor skills and self-controlling were evaluated using 36-item Lincoln-Oseretsky Motor Development Scale and Children's Perceived Self-Control Scale (CPSC) (ss, 1982), respectively. The experimental group then engaged in three 45-minute sessions of virtual game play over the course of eight weeks. 24 hours following the last practice session, the posttest was given on the same day as the pretest. After ensuring the normal distribution of collected data with Shapiro-Wilk test, the data were analyzed using Analysis of Covariance test (ANCOVA). Results showed that the experimental group compared to the control group was better in the motor proficiency and perceived self-control after performing selected virtual-assisted Montessori games can significantly improve motor proficiency and perceived self-control (P < 0.05). This pattern of data revealed that the virtual-assisted intervention based on Montessori pedagogical principles may increase motor proficiency and self-control in children with hemiplegia, particularly when confronted with the limitations imposed on by the coronavirus epidemic.


Assuntos
Coronavirus , Autocontrole , Jogos de Vídeo , Humanos , Criança , Hemiplegia , Destreza Motora , Surtos de Doenças
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