2016
DOI: 10.1371/journal.pone.0168311
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Promoting Therapists’ Use of Motor Learning Strategies within Virtual Reality-Based Stroke Rehabilitation

Abstract: PurposeTherapists use motor learning strategies (MLSs) to structure practice conditions within stroke rehabilitation. Virtual reality (VR)-based rehabilitation is an MLS-oriented stroke intervention, yet little support exists to assist therapists in integrating MLSs with VR system use.MethodA pre-post design evaluated a knowledge translation (KT) intervention incorporating interactive e-learning and practice, in which 11 therapists learned how to integrate MLSs within VR-based therapy. Self-report and observer… Show more

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Cited by 38 publications
(54 citation statements)
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“…Therapist experience with the system [4,14,18,22] Client experience with the system [30] Skills to optimize patient outcomes [17] Opportunity for practice [7,14,15,19,30,32] Interactive education/training for hands-on learning [5,6,17,19,20,29,30] Use of case examples [6] Video tutorials targeting specific learning needs [19,20] Individualized 1:1 clinical mentoring [6,22] Online support strategies [4,6] Competency development framework to guide self-evaluation and development of competencies required for clinical VR use [6,22,29] Social/professional role and identity: A coherent set of behaviors and displayed personal qualities of an individual in a social or work setting Attitude of therapist toward the technology [4,6,7,22,30] Attitude of patient toward the technology [7,19,21] Reconciling therapist role in gaming context [7,25] Being tech-savvy (clients and therapists) [4,14,22] Compatibility with treatment preferences/needs [4,…”
Section: Facilitated Implementation In Clinical Settingsmentioning
confidence: 99%
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“…Therapist experience with the system [4,14,18,22] Client experience with the system [30] Skills to optimize patient outcomes [17] Opportunity for practice [7,14,15,19,30,32] Interactive education/training for hands-on learning [5,6,17,19,20,29,30] Use of case examples [6] Video tutorials targeting specific learning needs [19,20] Individualized 1:1 clinical mentoring [6,22] Online support strategies [4,6] Competency development framework to guide self-evaluation and development of competencies required for clinical VR use [6,22,29] Social/professional role and identity: A coherent set of behaviors and displayed personal qualities of an individual in a social or work setting Attitude of therapist toward the technology [4,6,7,22,30] Attitude of patient toward the technology [7,19,21] Reconciling therapist role in gaming context [7,25] Being tech-savvy (clients and therapists) [4,14,22] Compatibility with treatment preferences/needs [4,…”
Section: Facilitated Implementation In Clinical Settingsmentioning
confidence: 99%
“…Beliefs about capabilities: Acceptance of the truth, reality, or validity about an ability, talent, or facility that a person can put to constructive use Self-perceptions of being generally tech-savvy [22] Availability of education opportunities [4,6,19,22] Perceived ease of use of the technology (for both clinicians and patients) [4,6,7,[14][15][16]19,22,24] Self-efficacy in clinical use of the technology [4][5][6][7]19,22,32] Practice opportunities with the equipment outside of clinical time to support skill development and self-efficacy [15,19,20,24,30] Graded/multistage training approach (general knowledge, then specific operational, then clinical skills) [6,19] Optimism: The confidence that things will happen for the best or that desired goals will be attained Therapists have to take responsibility to use it well [28] Skepticism about its benefits [4,6,22,27] Experience/use of the technology [27] Beliefs about consequences: Acceptance of the truth, reality, or validity about outcomes of a behavior in a given situation…”
Section: Facilitated Implementation In Clinical Settingsmentioning
confidence: 99%
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“…This facilitated significant improvements in object control skills over time. Commercial exergames have also been successfully deployed by clinicians to restore basic gross motor skills (eg, moving hand to mouth) in stroke patients (Levac et al ., ). In this setting, the human‐in‐the‐loop (clinician) adapts parameters of gameplay in line with the users' physical capabilities by adapting hardware, eg, adjusting the height of the Kinect ® and the user's position in relation to the sensor to manipulate motor skill outputs expected during gameplay.…”
Section: Introductionmentioning
confidence: 97%