This course presents evidence for the issues and advantages of gaming in therapy for stroke rehab, and presents a framework to guide clinical decision making in game selection, modification, and progression for games used to address mobility, movement, balance and motor re-learning goals for individuals who have had a stroke. Current research related to gaming in stroke rehabilitation will be reviewed as will cases illustrating the use of the framework to design and advance interventions in various phases of stroke rehab. This course is directly related to the practice of physical therapy and athletic training and therefore appropriate for Physical Therapists, Physical Therapist Assistants and Athletic Trainers.
Course created on May 13, 2016
Course Type: Recorded Webinar
CEUs/Hours Offered: AK/2.0; AL/2.0; AR/2.0; AZ/2.0; BOC/2.0 Category A; CA/2.0; CO/2.0; CT/2.0; DE/2.0; GA/2.0; HI/2.0; IA/2.0; IACET/0.2; ID/2.0; IL/2.0; IN/2.0; KS/2.0; KY/2.0 Category 2; MA/2.0; ME/2.0; MI/2.0; MO/2.0; MS/2.0; MT/2.0; NC/2.0; ND/2.0; NE/2.0; NH/2.0; NY/2.0; OR/2.0; PA/2.0; RI/2.0; SC/2.0; SD/2.0; TN/2.0; TX/2.0; UT/2.0; VA/2.0; VT/2.0; WA/2.0; WI/2.0; WY/2.0
Course Type: Audio, Text/Transcript
CEUs/Hours Offered: AK/2.0; AL/2.0; AR/2.0; AZ/2.0; CA/2.0; CO/2.0; CT/2.0; DE/2.0; GA/2.0; HI/2.0; IA/2.0; IACET/0.2; ID/2.0; IL/2.0; IN/2.0; KS/2.0; KY/2.0 Category 2; MA/2.0; ME/2.0; MI/2.0; MO/2.0; MS/2.0; MT/2.0; NC/2.0; ND/2.0; NE/2.0; NH/2.0; NY/2.0; OR/2.0; PA/2.0; RI/2.0; SC/2.0; SD/2.0; TN/2.0; TX/2.0; UT/2.0; VA/2.0; VT/2.0; WA/2.0; WI/2.0; WY/2.0
- The participant will be able to define video gaming and identify at least three issues and advantages and the evidence for the use of gaming as a therapeutic modality or adjunct in neuro-rehab.
- The participant will be able to identify at least two unique therapeutic and motor learning features of video gaming as compared to traditional rehabilitation interventions for individuals who have had a stroke.
- The participant will be able to apply the evidence and the framework presented to design, modify, and progress at least three video game based interventions for patients/clients who have had a stroke.
|0-5 Minutes||Background and review of learner outcomes|
|5-10 Minutes||Introduction to gaming|
|10-40 Minutes||Therapeutic features of video gaming|
|40-50 Minutes||Presentation and explanation of the framework|
|50-70 Minutes||Walking through the framework with games|
|70-80 Minutes||Skilled/Therapeutic nature of gaming as an intervention|
|80-110 Minutes||Clinical cases to apply evidence and framework|
|110-120 Minutes||Q and A, Summary|
Deborah Espy, PT, PhD
Content Disclosure: This learning event does not focus exclusively on any specific product or service.
Course participation information
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