Examinando por Autor "Unibaso Markaida, Iratxe"
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Ítem Degree of functionality and perception of health-related quality of life in people with moderate stroke: differences between ischemic and hemorrhagic typology(Hindawi Limited, 2019-04-28) Unibaso Markaida, Iratxe; Iraurgi Castillo, Ioseba ; Ortiz Marqués, Nuria ; Martínez Rodríguez, SilviaObjectives. The objectives of this pilot study were to analyze the functional differences and the differences regarding the perception of health-related quality of life between people affected by ischemic and hemorrhagic stroke, respectively, and between these and their normative groups. Methods. A pre-post design study was conducted with 30 patients aged 65 ± 15 during eight weeks. It assessed disability, mobility, and health-related quality of life. Exact nonparametric tests were used to compare both types of stroke, and t-tests and effect size estimates were employed to compare the stroke group and the normative group. Results. At baseline, there were differences in disability (“getting along” domain), where a poorer result was obtained by the hemorrhagic stroke group, and in the “vitality” and “mental health” domains of the health-related quality of life test, where the ischemic group obtained poorer results. Both groups made significant progress in their health assessments and functionality after eight weeks, and no significant differences were found between them at that time. The scores obtained in both groups differed statistically from the normative values, both at baseline and at posttest. Conclusions. Regardless of the stroke type, divergent results were only found in two domains, “vitality” and “mental health.” There was an improvement over time, but the scores obtained were still lower than those observed in the normative group, which indicated that the participants' health was highly compromised. This study provides more information for faster rehabilitation after stroke; even so, more studies are needed.Ítem Effect of the Wii Sports Resort on mobility and health-related quality of life in moderate stroke(Hindawi Limited, 2021-06-29) Unibaso Markaida, Iratxe ; Iraurgi Castillo, IosebaBackground. Stroke is a common cerebral circulatory disorder that has several sequelae that affect the daily life of patients as well as their quality of life and the lives of people close to them. Video games are being used in the rehabilitation process to address these sequelae and their benefits are shown on physical activity and in the cognition area. However, their effects on daily life activities and quality of life are not known. This study was aimed to test the effect of the Nintendo Wii Sports Resort on mobility and health-related quality of life among patients who have suffered a moderate stroke. Methods. A prepost design study was conducted with 30 moderately impaired stroke patients aged 65±15. The study lasted eight weeks. 15 participated in the intervention group and the others belong to the control group. They were assessed in mobility (Timed Get Up and Go Test-TUG) and health-related quality of life (SF-36 Health Questionnaire). Parametric test and effect sizes were used to analyze the change in outcomes and to compare groups. Results. There were no differences at baseline between the groups. After the intervention, the intervention group had experienced a greater change according to the size of the effect on the variables concerning TUG (d=1.32), physical function (d=1.32), social function (d=0.71), and Physical Component Summary (d=0.75). On the other hand, the control group had a significant change in mental health according to effect size; however, this effect is not statistically relevant (d=0.88; CI 95%=-3.74 to 5.50). Conclusions. The results on mobility and health-related quality of life indicate an improvement in both groups. However, according to the effect sizes and its confidence of interval, the intervention group achieved better results than the control group. Although more studies are needed in this area, the results are encouraging for improving mobility and health-related quality of life after stroke.Ítem Effect of the Wii Sports Resort on the improvement in attention, processing speed and working memory in moderate stroke(BioMed Central Ltd., 2019-02-28) Unibaso Markaida, Iratxe; Iraurgi Castillo, Ioseba; Ortiz Marqués, Nuria; Amayra Caro, Imanol; Martínez Rodríguez, SilviaBackground: Stroke is the most common neurological disease in the world. After the stroke, some people suffer a cognitive disability. Commercial videogames have been used after stroke for physical rehabilitation; however, their use in cognitive rehabilitation has hardly been studied. The objectives of this study were to analyze attention, processing speed, and working memory in patients with moderate stroke after an intervention with Wii Sports Resort and compared these results with a control group. Methods: A pre-post design study was conducted with 30 moderate stroke patients aged 65 ± 15. The study lasted eight weeks. 15 participated in the intervention group and 15 belong to the control group. They were assessed in attention and processing speed (TMT-A and B) and working memory (Digit Span of WAIS-III). Parametric and effect size tests were used to analyze the improvement of those outcomes and compared both groups. Results: At the baseline, there was no difference between TMT-A and B. A difference was found in the scalar score of TMT-B, as well as in Digit Backward Span and Total Digit Task. In TMT-A and B, the intervention group had better scores than the control group. The intervention group in the Digit Forward Span and the Total Digit obtained a moderate effect size and the control group also obtained a moderate effect size in Total Digit. In the Digit scalar scores, the control group achieved better results than the intervention group. Conclusions: The results on attention, processing speed and working memory improved in both groups. However, according to the effect sizes, the intervention group achieved better results than the control group. In addition, the attention and processing speed improved more than the working memory after the intervention. Although more studies are needed in this area, the results are encouraging for cognitive rehabilitation after strokeÍtem Intervención con la Nintendo Wii Sports Resorts a nivel de capacidad funcional, psicológico y neuropsicológico en personas que han sufrido un ictus moderado(Universidad de Deusto, 2019-12-16) Unibaso Markaida, Iratxe; Ortiz Marqués, Nuria; Facultad de Psicología y Educación; Programa de Doctorado en Psicología por la Universidad de DeustoEl ictus es la primera causa de discapacidad en los adultos mayores y la segunda causa de demencia a nivel mundial. En España, el ictus es la primera causa de muerte en mujeres y la segunda en hombres tras el infarto de miocardio, supone el 70% de los ingresos en el servicio de neurología y del 3 al 6% del gasto sanitario. En el País Vasco, anualmente se dan 5.000 nuevos casos. Las secuelas del ictus afectan a nivel físico, psicológico y neuropsicológico. La rehabilitación convencional se ha centrado en la fisioterapia, terapia ocupacional, ortopedas y logopedas entre otros. Desde hace diez años, las nuevas tecnologías se han abierto paso en el área de rehabilitación con el fin de ayudar a mejorar al paciente y realizar la rehabilitación a través de videojuegos. El carácter atractivo de videojuegos como la Nintendo Wii Sports Resort producen una motivación para realizar actividad física en el proceso de rehabilitación. Es por ello, que esta tesis, ha utilizado la Nintendo Wii Sports Resort como apoyo a la rehabilitación convencional, y ha analizado los cambios que se producen en la movilidad, grado de discapacidad, síntomas depresivos, calidad de vida referida a salud, atención y velocidad de procesamiento. Tras comparar quince pacientes que realizan la intervención con este videojuego frente a quince que únicamente realizaban la rehabilitación convencional podemos concluir que existe una mejora tras ocho semanas en ambos grupos. Sin embargo, el grupo que realiza la intervención con el videojuego obtiene un tamaño del efecto mayor que el grupo control, por tanto, obtiene un cambio mayor. Se puede concluir que el uso de este videojuego puede ser una herramienta de apoyo útil y atractivo en el proceso de rehabilitación de personas que han sufrido un ictus moderado, aunque son necesarias más investigaciones en esta área.