Utilizing physically interactive videogames for the balance training of adolescents with deafness within a physical education course
Data
2017Language
en
Soggetto
Abstract
Problem Statement: Adolescents with deafness exhibit lower levels of performance in balance ability compared to their hearing peers. Thus, innovative balance training methods are needed. Purpose: This study aimed at comparing the effectiveness of two physical activity intervention programs -a program involving Nintendo Wii Fit Plus physically interactive videogames (exergames) and a traditional adapted Physical Education (PE) program- for the balance training of adolescents with deafness. Furthermore, it investigated students’ views and experiences, and their parents’ and instructors’ views, regarding the exergame program. Approach: The study was conducted within PE classes in a special school and involved 10 students with severe hearing loss (aged 17-19 years) split into two equal-sized groups, the exergame group (EG) and the traditional PE group (TG), five parents (one per EG student) and five instructors. Both programs had identical time duration (5 weeks, 2 weekly sessions, 15 minutes per session for each student). Both quantitative and qualitative data were elicited. Prior and after intervention, both groups underwent the Flamingo Balance Test for balance ability assessment. After intervention, EG students, their parents and instructors were interviewed. Results: Initially, the two groups did not differ in balance ability. Following intervention, both programs yielded an improvement in balance ability, although this improvement did not reach statistical significance. The EG students found the exergame program motivational, easy-to-follow and beneficial. Parents’ and instructors’ views were positive overall. Conclusions: Balance exergames constitute a feasible, well-accepted and motivational balance training mode for adolescents with deafness, the effectiveness of which should be further researched. © JPES.