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作 者:刘保萍[1] 王海英[1] 王真[1] 杜金明[1] 时耐先[1] 唐健滨[1]
出 处:《职业与健康》2016年第10期1350-1353,共4页Occupation and Health
摘 要:目的探讨体验式娱乐互动游戏模式对脑卒中(CA)患者记忆功能的影响。方法选择2011年4月—2015年2月在华北石油管理局总医院康复中心治疗的43例CA患者为研究对象,按随机数字分为对照组(21例)和观察组(22例),对照组给予常规康复治疗方法,在对照组的基础上,观察组给予体验式娱乐互动游戏模式干预。比较两组干预前后记忆功能、日常生活能力(ADL)评分、简易智力状态检查(MMSE)评分的差异。结果观察组干预后MMSE评分(25.91±2.43)分高于对照组的(24.09±2.45)分,差异有统计学意义(t=2.445,P<0.05);ADL评分(15.37±1.42)分低于对照组的(16.18±1.43)分,但差异无统计学意义(t=1.863,P>0.05);对照组干预后的记忆评分各项及总标准分较干预前无明显变化,差异无统计学意义(P>0.05);观察组干预后的记忆评分绝大部分项目及总标准分较干预前升高,差异具有统计学意义(P<0.05);观察组干预后的总标准分为(20.23±3.20)分,对照组干预后的总标准分为(15.48±4.12)分,组间差异有统计学意义(P<0.05)。结论在脑卒中患者的护理过程中,实施体验式娱乐互动游戏模式干预能改善患者的记忆能力,值得在记忆障碍康复中推广。[Objective]To explore the influence of experiential interactive entertainment game mode on memory function in patients with cerebral apoplexy(CA).[Methods]43 patients with CA,who were treated in Rehabilitation Center of North China Petroleum General Hospital from April 2011 to February 2015,were enrolled in the study,and were divided into the control group(21 cases)and the observation group(22 cases) according to the random number method. The control group was given the conventional rehabilitation treatment,and the observation group was given experiential interactive entertainment game mode on the basis of the control group. The memory function,Ability of daily life(ADL) score,and Simple mental state examination(MMSE) score were compared between two groups before and after the intervention.[Results]After intervention,MMSE score in observation group(25.91±2.43)was higher than that in the control group(24.09±2.45),and the difference was statistically significant(t=2.445,P〈0.05). ADL score in observation group(15.37±1.42)was lower than that in the control group(16.18±1.43),and the difference was not statistically significant(t=1.863,P〈0.05). In the control group,there were no statistically significant differences in factor score and total score of memory function between before and after the intervention(P〈0.05). In the observation group,the score of most factors of memory function and total score after intervention were higher than those before intervention,and the differences were statistically significant(P〈0.05). After intervention,the total standard score in observation group and the control group was(20.23±3.20)and(15.48±4.12)respectively,and the difference was statistically significant(P〈0.05).[Conclusion]In the nursing care of patients with cerebral apoplexy,the implementation of experiential interactive entertainment game mode can improve the patient's memory ability,and it is worth popularizing in memory impairment rehabilita
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