Changing stroke rehab and research worldwide now.Time is Brain! trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 523 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.

What this blog is for:

My blog is not to help survivors recover, it is to have the 10 million yearly stroke survivors light fires underneath their doctors, stroke hospitals and stroke researchers to get stroke solved. 100% recovery. The stroke medical world is completely failing at that goal, they don't even have it as a goal. Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.

Tuesday, August 20, 2019

What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review

If your stroke protocol said you had to do 1 million repetitions to get this result you would be motivated to do them. Right now with NO PROTOCOLS, everything in stroke is a total guess. No one knows anything about how to get you recovered. Everything is a wild guess and shot in the dark. 

What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review

Journal of NeuroEngineering and Rehabilitation , Volume 16(79)

NARIC Accession Number: J81347.  What's this?
ISSN: 1743-0003.
Author(s): Rohrbach, Nina; Chicklis, Emily; Levac, Danielle E..
Publication Year: 2019.
Number of Pages: 14.
Abstract: This scoping review explored how motivation, enjoyment, engagement, immersion, and presence are measured or described in virtual reality and active video gaming (AVG) interventions for patients with stroke; identified directional relationships between these constructs; evaluated their impact on motor learning outcomes. A literature search was conducted in Medline, PEDro and CINAHL databases for relevant studies published between 2007 and 2017. Following screening, reviewers used an iterative charting framework to extract data about construct measurement and description. A numerical and thematic analytical approach adhered to established scoping review guidelines. One hundred fifty-five studies were included in the review. Although the majority (89 percent) of studies described at least one of the five constructs within their text, construct measurement took place in only 50 studies (32 percent). The most frequently described construct was motivation (79 percent) while the most frequently measured construct was enjoyment (27 percent). A summative content analysis of the 50 studies in which a construct was measured revealed that constructs were described either as a rationale for the use of virtual reality/AVGs in rehabilitation or as an explanation for intervention results. Thirty-eight studies (76 percent) proposed relational links between two or more constructs and/or between any construct and motor learning. No study used statistical analyses to examine these links. Findings indicate a discrepancy between the theoretical importance of affective constructs within virtual reality/AVG interventions and actual construct measurement. Standardized terminology and outcome measures are required to better understand how enjoyment, engagement, motivation, immersion and presence contribute individually or in interaction to virtual reality/AVG intervention effectiveness.
Descriptor Terms: CLIENT SATISFACTION, COMPUTER APPLICATIONS, LEARNING, LITERATURE REVIEWS, MOTIVATION, MOTOR SKILLS, REHABILITATION TECHNOLOGY, STROKE.


Can this document be ordered through NARIC's document delivery service*?: Y.
Get this Document: https://jneuroengrehab.biomedcentral.com/articles/10.1186/s12984-019-0546-4.

Citation: Rohrbach, Nina, Chicklis, Emily, Levac, Danielle E.. (2019). What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review.  Journal of NeuroEngineering and Rehabilitation , 16(79) Retrieved 8/20/2019, from REHABDATA database.

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