Effect of Virtual Reality on Balance and Gait Speed With Alzheimer's Dementia
Alzheimer's Dementia
About this trial
This is an interventional treatment trial for Alzheimer's Dementia focused on measuring Alzheimer's Dementia, Balance, Gait Speed, Virtual Reality
Eligibility Criteria
Inclusion Criteria:
- Having mild or moderate severity of AD
- Lack of communication difficulties or problems
- Volunteering to participate in the study
- Cerebrovascular event,
- Having disturbing the balance and coordination of neurological disease such as Parkinson, MS,
- Mini Mental Test Score, 18 to 24 points from being scored
- being 65-80 aged.
Exclusion Criteria:
- Patients diagnosed with dementia (infection, vascular, hematological diseases), patients who could not be contacted during the follow-up period or who did not come to control, cardiac and cerebrovascular event,
- Endocrine disorder, fluid-electrolyte imbalance and infection
- Patients with malignancy and malignancy, chemotherapy and radiotherapy,
- Patients with delirium or depression
- Those with protective sensation loss (those with Semmes-Weinstein Monofilament Thickness 4.56 and above)
- patients with lower or upper extremity amputations at any level
Sites / Locations
- Kirikkale University
- Kirikkale Universtiy
Arms of the Study
Arm 1
Arm 2
Experimental
No Intervention
Virtual reality group
Control Group
The subjects were evaluated with the case report form, the balance and fall risks, the Tinetti Gait and Balance Test (TGBT) and the 5-times Sit to Stand Test, while the gait speed was assessed by the Gait Speed Measurement Test (GSMT). The virtual reality group was trained with games selected from different categories such as balance and aerobic exercises with Nintendo Wii virtual reality device for 6 weeks, 1 session 30 min, 2 times a week. In the control group, no treatment was performed during this period and routine medical treatments were continued. In the first session, each Nintendo Wii components were introduced to each individual. The selected games and how they were played were taught to each individual by the physiotherapist and practically taught. The games were played with the help of physiotherapists in the first session so that individuals could transfer the correct weight on the Nintendo Wii balance board and to use the game console's control.
The sociodemographic characteristics of the subjects were evaluated with the case report form, the balance and fall risks, the Tinetti Gait and Balance Test (TGBT) and the 5-times Sit to Stand Test, while the gait speed was assessed by the Gait Speed Measurement Test (GSMT).the control group was reevaluated at the end of the 6th week after the initial evaluation. After the study was completed, training was given to the volunteers from the control group.