Introduction
When receiving this assignment, my interest fell towards patient interactive systems. I am intrigued with advanced technology and its role in providing patient positive outcomes. In my current area of work, Labor and Delivery, we have come a long way over the years with technology. For patients, there is a wireless electronic fetal monitor called the Monica, which makes it easy for the mother to change positions while in labor, without her nurse adjusting the monitor (Monica Healthcare, 2015).
In the nursing, a variety of technology is utilized within the hospital. For example, computerized charting, computerized monitoring, scanning medications, scanning laboratory medications, and teaching is interactive via the television for the patient and simulation models for the staff. I enjoy technology and with the intervention
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The purpose was to provide more evidence that virtual reality games provide effective poststroke rehabilitation (Saposnik et al., 2010).
Sample size and sampling method. The clinical trial consisted of two parallel groups which involved 110 screened participants with only 22 qualifying for the study. All participants were within the ages of 18-85 with a stroke within the last 6 months (Saposnik et al., 2010).
Measurement. Saposnik et al. (2010) measured results using the Wolf Motor function test, box and block test, and the stroke impact scale at 4 weeks after the intervention was used.
Intervention. The intervention used was the gaming system called Wii versus recreational games like Jenga, Bingo, and card games. With the Wii, arm movements with shoulder and elbow flexion, rotation, and extension were involved. Also, wrist supination and pronation, flexion and extension, as well as thumb flexion were used. The recreational activities, with no technology, involved the same areas. A total of eight intervention sessions were performed with Wii or traditional recreational therapy over 14 days (Saposnik et al.,