體感互動游戲干預(yù)在老年期癡呆癥患者中的效果觀察
本文選題:老年期癡呆癥 切入點(diǎn):游戲干預(yù) 出處:《杭州師范大學(xué)》2017年碩士論文 論文類型:學(xué)位論文
【摘要】:目的:觀察體感互動游戲干預(yù)對老年期癡呆癥患者認(rèn)知功能、日常生活活動能力、生活質(zhì)量、抑郁癥狀的影響,探索老年期癡呆癥患者日常康復(fù)方法。方法:在社區(qū)和養(yǎng)老機(jī)構(gòu)選擇38位老年期癡呆癥患者,隨機(jī)分為實(shí)驗(yàn)組(18人)、對照組(20人),對照組實(shí)行空白對照,實(shí)驗(yàn)組進(jìn)行每周5次,每次1小時(shí),為期8周體感互動游戲干預(yù)。采用簡易智能精神狀態(tài)量表(MMSE)、日常生活活動能力量表(ADL)、阿爾茨海默癥生活質(zhì)量量表(Qo L-AD)、康奈爾癡呆抑郁量表(CSDD)、情緒觀察評定量表(OERS)和游戲得分對干預(yù)效果進(jìn)行評價(jià)。結(jié)果:(1)認(rèn)知功能:實(shí)驗(yàn)組記憶力、語言能力得分高于對照組和干預(yù)前,其中語言能力在干預(yù)4周時(shí)起效;實(shí)驗(yàn)組MMSE總分、注意計(jì)算力得分較干預(yù)前提高,但與對照組相比差異無統(tǒng)計(jì)學(xué)意義;對照組記憶力得分在4周、8周較干預(yù)前下降。兩組在語言能力得分的組間效應(yīng)差異有統(tǒng)計(jì)學(xué)意義?梢,體感互動游戲干預(yù)可改善患者認(rèn)知功能,尤其是記憶力、注意計(jì)算力和語言能力。(2)日常生活活動能力:實(shí)驗(yàn)組行走得分低于對照組和干預(yù)前;實(shí)驗(yàn)組ADL總分及其中的PSMS和IADL總分、行走、洗頭和刷牙得分較干預(yù)前下降,但與對照組相比差異無統(tǒng)計(jì)學(xué)意義。兩組在ADL總分及其中的PSMS總分、行走、洗頭和刷牙、如廁得分的組間及時(shí)間效應(yīng)存在交互作用。可見,體感互動游戲干預(yù)可對患者日常生活活動能力產(chǎn)生積極影響。(3)生活質(zhì)量:干預(yù)后,實(shí)驗(yàn)組Qo L-AD總分、情緒、朋友交往和自我娛樂能力得分高于對照組;實(shí)驗(yàn)組Qo L-AD總分和情緒、記憶力得分高于干預(yù)前;兩組在與朋友交往維度得分的干預(yù)因素差異有統(tǒng)計(jì)學(xué)意義。可見,體感互動游戲干預(yù)可改善患者生活質(zhì)量,尤其是情緒、記憶力、朋友交往、自我娛樂能力。(4)抑郁癥狀:實(shí)驗(yàn)組CSDD總分、與情緒相關(guān)表現(xiàn)、周期性功能、觀念障礙得分低于對照組和干預(yù)前,其中與情緒相關(guān)表現(xiàn)在4周時(shí)起效;實(shí)驗(yàn)組行為障礙得分較干預(yù)前下降;干預(yù)后,實(shí)驗(yàn)組抑郁癥狀檢出率低于對照組;兩組在與情緒有關(guān)的表現(xiàn)維度得分的干預(yù)因素差異有統(tǒng)計(jì)學(xué)意義?梢,體感互動游戲干預(yù)能對患者抑郁癥狀產(chǎn)生積極影響,尤其是與情緒有關(guān)的表現(xiàn)、行為障礙、周期性功能和觀念障礙。(5)情緒狀態(tài):在干預(yù)過程中,實(shí)驗(yàn)組高興得分高于對照組,實(shí)驗(yàn)組憤怒、悲傷得分低于對照組。可見,患者在參與體感互動游戲干預(yù)過程中情緒較好。(6)游戲得分:實(shí)驗(yàn)組游戲得分隨干預(yù)進(jìn)展逐漸提高?梢,患者能參與游戲,有一定學(xué)習(xí)能力。結(jié)論:體感互動游戲可作為老年期癡呆癥患者日?祻(fù)干預(yù)措施改善患者的認(rèn)知功能、日常生活活動能力、生活質(zhì)量和抑郁癥狀。
[Abstract]:Objective: to observe the effects of somatosensory interactive game intervention on cognitive function, activities of daily life, quality of life and depression in senile dementia patients. Methods: 38 patients with senile dementia were randomly divided into experimental group (n = 18), control group (n = 20), blank control group (n = 20) and control group (n = 5). One hour at a time, 8 weeks of interactive game intervention of somatosensory. Simple mental state scale (MMSE), activity of daily living (ADL) scale, quality of life (QOL) scale for Alzheimer's disease (QOL), Cornell Depression scale (CSDDD), and emotional observation scale (OERS) were used. Results: cognitive function: memory, memory, memory, memory, memory, memory, memory, memory. The score of language ability was higher than that of the control group and before intervention, and the language ability was effective at 4 weeks, the total score of MMSE in the experimental group was higher than that before the intervention, but there was no significant difference between the experimental group and the control group. The scores of memory in the control group decreased after 4 weeks and 8 weeks compared with those before intervention. There was significant difference between the two groups in the scores of language ability. It can be seen that the interactive game intervention of somatosensory interaction can improve the cognitive function of the patients, especially the memory. The score of walking in the experimental group was lower than that in the control group and before intervention, the total score of ADL and its PSMS and IADL in the experimental group, the score of walking, washing hair and brushing teeth were lower than those before intervention. But there was no significant difference between the two groups in the total score of ADL and the total score of PSMS, walking, washing hair and brushing teeth, toilet score and the time effect of the two groups. After intervention, the scores of Qo L-AD, emotion, friend communication and self-entertainment in the experimental group were higher than those in the control group, the total score and emotion of Qo L-AD in the experimental group were higher than those in the control group. The scores of memory were higher than those before intervention, and there were statistically significant differences between the two groups in the dimension of interaction with friends. Therefore, the interactive game intervention of somatosensory interaction could improve the quality of life of patients, especially emotion, memory, and friends. (4) Depression symptoms: the total score of CSDD in the experimental group was lower than that in the control group and before intervention, and the scores were lower than those in the control group and before intervention. The scores of behavioral disorders in the experimental group were lower than those before the intervention. After intervention, the incidence of depression in the experimental group was lower than that in the control group. Somatosensory interactive game intervention had a positive effect on depressive symptoms of patients, especially emotion related performance, behavioral disorder, periodic function and concept disorder. 5) emotional state: in the intervention process, the score of happiness in the experimental group was higher than that in the control group. The scores of anger and sadness in the experimental group were lower than those in the control group. Conclusion: somatosensory interactive games can be used as daily rehabilitation intervention to improve cognitive function, daily life activity, quality of life and depression symptoms of senile dementia patients.
【學(xué)位授予單位】:杭州師范大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2017
【分類號】:R473.74
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