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, March 3, 2026

Psychometric properties and usability of a gamified digital task system for assessing attention and hand function in stroke rehabilitation

Attention would never be a problem if you had EXACT 100% RECOVERY PROTOCOLS! Your survivor would be so focused on counting and doing them correctly to get the results of 100% recovery!

 Psychometric properties and usabilityof a gamified digital task system for assessing attention and hand functionin stroke rehabilitation

n DIGITAL HEALTH Volume 12: 1–14 © The Author(s) 2026 Article reuse guidelines: sagepub.com/journals-permissions DOI: 10.1177/20552076261425481 journals.sagepub.com/home/dhj 
Shu-Chun Huang 1,2,*, 
Chieh-Yu Li 1, 
Watson Hua-Sheng Tseng 3, 
Ching-Yi Wu 2,4, 
Lan-Yan Yang 5, 
Chiu-Wen Chen 2 and 
Shih-Ying Chien 2,6,7,* 

Abstract 

Objective: 

Conventional occupational therapy for stroke rehabilitation often relies on pegboards and paper-based tasks, which lack digital, objective, and gamified assessment capabilities. To address this gap, we developed a gamified digital randomized target pressing task (RTPT) system as a user-centered digital platform for assessing attention and hand function, and evaluated its reliability, validity, and usability in patients with stroke. A previous pilot study was conducted to refine the system design and assessment protocol. Methods: A total of 33 stroke patients completed the RTPT alongside established measures, including the Box and Block Test (BBT), Loewenstein Occupational Therapy Cognitive Assessment (LOTCA), and Chu’s Attention Test (CAT). Twenty-six participants repeated the RTPT to evaluate test–retest reliability. Usability and acceptance were assessed in 30 patients and 16 healthcare professionals using the System Usability Scale (SUS) and Technology Acceptance Model (TAM), capturing both user engagement and perceived system usefulness. 

Results: 

Performance with the non-paretic hand (sound side correct count (SCC)) correlated strongly with attention scores (CAT, r=.649, p<.001) and visual perception/construction (LOTCA). Paretic hand performance (affected side correct count (ACC)) correlated with manual dexterity (BBT, r=.67, p<.001) and functional abilities in self-care. Test–retest reliability was high (intraclass correlation coefficients: SCC=0.937, ACC=0.804). SUS scores indicated above-average usability (median 86.3), with strong internal consistency (Cronbach’s α: TAM=.959) and high SUS TAM correlations. Participants reported high engagement and satisfaction with the digital platform. 

Conclusion: 


The RTPT provides a reliable, valid, and user-friendly digital assessment of attention and hand function in stroke rehabilitation. By integrating cognitive and motor evaluation within a gamified digital platform, it demonstrates potential as a tool to support individualized therapy planning, monitor rehabilitation progress, and enhance patient engagement in clinical practice. 

Keywords Digital health, stroke rehabilitation, gamified assessment, cognition, hand function, usability, machine learning 
Received: 22 October 2025; accepted: 2 February 2026 
1 Department of Physical Medicine and Rehabilitation, New Taipei Municipal Tucheng Hospital, New Taipei City, Taiwan 
2 Department of Physical Medicine and Rehabilitation, Linkou Chang Gung Memorial Hospital, Taoyuan City, Taiwan 
3 Department of Medical Education, Linkou Chang Gung Memorial Hospital, Taoyuan City, Taiwan 
4 Department of Occupational Therapy, Chang Gung University, Taoyuan City, Taiwan 
5 Department of Medical Research, Taichung Veterans General Hospital, Taichung, Taiwan 
6 Department of Industrial Design, Chang Gung University, Taoyuan City, Taiwan 
7 Department of Public Health and Medical Humanities, School of Medicine, National Yang Ming Chiao Tung University, Taipei, Taiwan 
*Shu-Chun Huang and Shih-Ying Chien contributed equally to this work and should be considered co-first authors. Corresponding author: Shih-Ying Chien, Department of Industrial Design, 6th Floor, Building A, Management Building No. 259, Wenhua 1st Rd., Guishan Dist., Taoyuan City 33302, Taiwan (R.O.C.). Email: shihying@mail.cgu.edu.tw Creative Commons Non Commercial CC BY-NC: This article is distributed under the terms of the Creative Commons At

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