نوع مقاله : مقاله پژوهشی

نویسندگان

1 رفتار حرکتی دانشگاه شهید بهشتی

2 دانشگاه شهید بهشتی

3 استاد رفتار حرکتی دانشگاه شهید بهشتی

چکیده

هدف مطالعۀ حاضر، بررسی اثربخشی تمرینات عملکردی و بازی ویدئویی فعال بر دورۀ بی‌پاسخی روان­شناختی در زنان سالمند بود. به­این منظور، 36 زن سالمند سالم با میانگین سنی 66 سال انتخاب شدند که در دو گروه تجربی و یک گروه کنترل جای گرفتند. گروه‌های تجربی به ­مدت شش هفته در مداخله مربوط به هر گروه شرکت کردند. گروه کنترل نیز در طول اجرای تحقیق، به فعالیت­ های عادی روزمره خود می ­پرداختند. از همه شرکت­ کنندگان قبل و بعد از انجام مداخله، آزمون ­های مربوط با استفاده از نرم‌افزار دورۀ بی‌پاسخی روان­شناختی با فاصلۀ زمانی کوتاه و طولانی بین دو محرک، به ­عنوان پیش و پس­آزمون و همچنین بعد از گذشت دو ماه، آزمون پیگیری به­عمل آمد. نتایج آزمون تحلیل واریانس مرکب نشان داد هر دو روش مداخله باعث بهبود معنا‌دار دورۀ بی‌پاسخی روان­شناختی شدند که در فاصلۀ زمانی کوتاه تفاوت معناداری بین دو روش مداخله وجود نداشت، اما در فاصلۀ زمانی طولانی تفاوت به نفع گروه بازی ویدئویی فعال بود. در آزمون پیگیری در متغیر دورۀ بی‌پاسخی با فاصلۀ زمانی کوتاه تفاوت معنا‌داری بین گروه‌ها وجود نداشت اما در متغیر دورۀ بی‌پاسخی با فاصلۀ طولانی گروه بازی ویدئویی فعال افت معنا‌داری از خود نشان دادند، در حالی‌ که تمرینات عملکردی افت معنا‌داری نداشت. لذا می­توان نتیجه­ گیری کرد بازی ویدئویی فعال نسبت به تمرینات عملکردی سبب بهبود بهتر متغیر دورۀ بی‌پاسخی روان­شناختی می‌شود ولی اثر تمرینات عملکردی ماندگارتر است.

کلیدواژه‌ها

موضوعات

عنوان مقاله [English]

The Effect of Functional Training and Active Video Games on Psychological Refractory Period in Elderly Women: Two Months Follow-up

نویسندگان [English]

  • Mahsa Shafaat Khosrowshahi 1
  • Elham azimzadeh 2
  • alireza farsi 3

1 Motor Behavior Sbu

2 Shahid Beheshti University

3 shahid beheshti university

چکیده [English]

The purpose of this study was to investigate the effectiveness of functional training and active video games on psychological refractory period (PRP in elderly women. For this purpose, 36 healthy elderly women aged 65-75 years were selected randomly and assigned into two experimental (functional training and active video game) groups and one control group. Repeated measure showed that both interventions significantly improved the psychological refractory period with both short and long stimulus onset asynchronies. It was a significant difference between the two methods in (SOA = 1000) in favor of the video game intervention. However, there was no significant difference between the groups in the follow-up test in this variable with short SOA, but in long SOA the active video game group showed a significant decrease. It can be concluded that active video games can improve the psychological refractory period more than functional training

کلیدواژه‌ها [English]

  • Functional Training
  • Active Video Game
  • Balance
  • Psychological Refractory Period
  • Follow Up
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