2012
DOI: 10.1177/193229681200600416
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Neuropsychological Benefits of Stationary Bike Exercise and a Cybercycle Exergame for Older Adults with Diabetes: An Exploratory Analysis

Abstract: These preliminary results support the growing literature that finds that exercise may improve cognition among older adult with DM. Additional research is needed to clarify why certain aspects of executive function might be differentially affected. The current findings may encourage physicians to prescribe exercise for diabetes management and may help motivate DM patients' compliance for engaging in physical activity.

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Cited by 36 publications
(53 citation statements)
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“…It is evident that in several studies inappropriate or poor experimental design may have resulted in a finding of improved cognitive function when standing (Nerhood and Thompson 1994, Anderson-Hanley et al 2012, Isip 2014. Experimental design factors such as the use of between-subjects design (Isip 2014), lack of control group (Nerhood and Thompson 1994) and lack of counterbalancing (Nerhood and Thompson 1994) might have introduced several potential confounding variables which were controlled for in the present study.…”
Section: Discussionmentioning
confidence: 94%
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“…It is evident that in several studies inappropriate or poor experimental design may have resulted in a finding of improved cognitive function when standing (Nerhood and Thompson 1994, Anderson-Hanley et al 2012, Isip 2014. Experimental design factors such as the use of between-subjects design (Isip 2014), lack of control group (Nerhood and Thompson 1994) and lack of counterbalancing (Nerhood and Thompson 1994) might have introduced several potential confounding variables which were controlled for in the present study.…”
Section: Discussionmentioning
confidence: 94%
“…For example, some studies fail to correct for family-wise error rate when performing multiple statistical comparisons across related cognitive constructs (Anderson-Hanley et al 2012). Other studies examine unique participant samples such as elderly samples (Marsh and Geel 2000) or sleep-deprived subjects (Caldwell et al 2003).…”
mentioning
confidence: 99%
“…[23][24][25] Two used mobile phones. 20,27 One study used a humanoid robot called ''Nao,'' 26 one used modified exercise cycles with a videogame attachment, 19 one used the Nintendo Ò (Kyoto, Japan) WiiÔ, 22 and one developed an Flash videogame. 21 The final study tested the effects of the glucometer in conjunction with the Nintendo DSÔ.…”
Section: Rq1: Characteristics Of Interventionsmentioning
confidence: 99%
“…1), and 10 studies met all the inclusion criteria. Four studies were based on videogames, [19][20][21][22] three studies used VEs, [23][24][25] and three studies used principles of gamification for the management of diabetes. [26][27][28] Three studies reviewed used a randomized control trial (RCT) design.…”
Section: Rq1: Characteristics Of Interventionsmentioning
confidence: 99%
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