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9-14 Yaş Grubu İşitme Engelli Sedanterlerde Nintendo-Wii Balance Board Antrenmanlarının Dinamik Denge Üzerine Etkisi

Year 2019, Volume: 3 Issue: 3, 119 - 127, 30.12.2019

Abstract

Bu
araştırma da Nintendo-wii ile yapılan antrenmanların işitme engelli
sedanterlerin dinamik denge değişkenlerine olan etkisini değerlendirmesi
amaçlanmıştır. Araştırmanın örneklemini; Mersin ili Toroslar ilçesinde bulunan
Yunus Emre İşitme Engelliler Ortaokulu’nda öğrenim gören, daha önceden herhangi
bir spor branşı ile uğraşmamış 9-14 yaş aralığındaki 22 işitme engelli öğrenci
oluşturmaktadır. Araştırmada ön test-son test model kullanılmış olup, Nintendo
Wii Fit sport içinde bulunan ve denge duyusunu geliştirmeye yardımcı olan; kafa
topu (soccer heading), kayak slalomu, kayakla atlama, table tilt, gergin ip
üstünde yürüme (tightrope tension), denge balonu, penguen kayış ve snowboard
slalom oyunları 8 hafta boyunca katılımcılara uygulanmıştır. Dinamik denge
ölçümü için TecnoBody ProKin denge cihazı, gözler açık bir şekilde çift ayakla
ve tek ayakla (sağ-sol) kullanılmıştır. Cihazın çift ayak ve her iki ayak için
verdiği 5 ayrı veriden, yapılan iki uygulamadan sonra en iyi olanı analize
dâhil edilmiştir. Çalışmaya katılan bireylerin, yaş, boy ve kilo aritmetik
ortalama ve standart sapma değerleri belirlenmiştir. Normallik dağılımları
yapılmıştır. Normallik dağlımı sonucunda; normal dağılım göstermeyen çift
ayakla katedilen mesafe (ÇİFTPL) değeri için Wilcoxon işaretli sıralar testi,
normal dağılım gösteren diğer değerler için paired sample t testi
uygulanmıştır. 8 haftalık antrenman programları uygulanması sonucunda;
bireylerin çift, sağ ve sol ayak katedilen mesafe (PL) puanlarının ön test-son
test ölçümlerinde anlamlı düzeyde farklılık görülmüştür. Nintendo-wii  balance board antrenman programlarının
dinamik denge becerilerinin gelişmesine olumlu yönde katkı sağladığı
söylenebilir.

References

  • Ertürk, B. (2003). İşitme engelli çocukların ailelerine öneriler. Ankara, Başbakanlık Özürlüler İdaresi Başkanlığı.
  • Polat, E. (2008). İşitme Engelli Güreşçilerle Sağlıklı Güreşçilerin Dinamik Dengelerinin Karşılaştırılması/The Comparison of The Dynamic Balance Between Audially Handicaped Wrestlers' And Normally Wrestlers'. Yayınlanmamış Yüksek Lisans Tezi, Dumlupınar Üniversitesi, Kütahya.
  • Gabell, A., & Simons, M. A. (1982). Balance coding. Physiotherapy, 68(9), 286.
  • Topuz, B., & Bostancı, İ. (1997). Kulak-burun-boğaz hastalıkları teşhis ve tedavi. Basım Ajans
  • Azevedo, M.G. & Samelli, A.G. (2008). Comparative study of balance on deaf and hearing children. Rev CEFAC, 11(1), 85-91.
  • Butterfield, S. A. (1991). Influence of age, sex, hearing loss, and balance on development of running by deaf children. Perceptual and motor skills, 73(2), 624-626.
  • Gheysen, F., Loots G., & van Waelvelde, H. (2008). Motor development of deaf children with and without cochlear implants. Journal of Deaf Studies and Deaf Education, 13(2), 215-224.
  • Rine, R. M., Braswell, J., Fisher, D., Joyce, K., Kalar, K., & Shaffer, M. (2004). Improvement of motor development and postural control following intervention in children with sensorineural hearing loss and vestibular impairment. International journal of pediatric otorhinolaryngology, 68(9), 1141-1148.
  • Hatipoğlu, A. (2005) Normal ve İşitme Engelli Çocuklarda Denge Alıştırmalarının Denge Becerilerine Etkisinin İncelenmesi, Marmara Üniversitesi Eğitim Bilimleri Enstitüsü Beden Eğitimi ve Spor Öğretmenliği Anabilim Dalı Spor Eğitim Bilim Dalı, Yüksek Lisans Tezi, İstanbul.
  • de Sousa, A. M. M., de França Barros, J., & de Sousa Neto, B. M. (2012). Postural control in children with typical development and children with profound hearing loss. International journal of general medicine, 5, 433.
  • Melo, R. D. S., Lemos, A., Macky, C. F. D. S. T., Raposo, M. C. F., & Ferraz, K. M. (2015). Postural control assessment in students with normal hearing and sensorineural hearing loss. Brazilian Journal of otorhinolaryngology, 81(4), 431-438.
  • Sheehan, D. P., & Katz, L. (2013). The effects of a daily, 6-week exergaming curriculum on balance in fourth grade children. Journal of Sport and Health Science, 2(3), 131-137.
  • https://www.nintendo.com/
  • Franco, J., Jacobs, K., Inzerillo, C., Kluzik, J. (2012). The effect of the Nintendo Wii Fit and exercise in improving balance and quality of life in community dwelling elders. Technology and Health Care-20 95–115 95
  • Meldrum, D., Glennon, A., Herdman, S., Murray, D., & McConn-Walsh, R. (2012). Virtual reality rehabilitation of balance: Assessment of the usability of the Nintendo Wii Fit Plus. Disability and Rehabilitation: Assistive Technology, 7(3), 205-210.
  • Demir, A., Akın, M. (2018)a. Aktif Video Oyunları ve Wobble Board Denge Antrenmanının 6 Yaş Çocuklarda Dinamik Dengeye Etkisinin Karşılaştırılması. Gaziantep Üniversitesi Spor Bilimleri Dergisi, 3(4), 109-121.
  • Demir, A., & Akın, M. (2018)b. Examining the effects of active video games and balance training on static balance in 6 years old children 6 yaş grubu çocuklarda aktif video oyunları ve denge antrenmanlarının statik dengeye etkisinin incelenmesi. Journal of Human Sciences, 15(4), 2376-2386.
  • Mhatre, P. V., Vilares, I., Stibb, S. M., Albert, M. V., Pickering, L., Marciniak, C. M., ... & Toledo, S. (2013). Wii Fit balance board playing improves balance and gait in Parkinson disease. Pm&r, 5(9), 769-777.
  • Taylor, M.J.D., Shawis, T., Impson, R., Ewins, K., McCormick, D., & Griffin, M. (2012). Nintendo Wii As a Training Tool in Falls Prevention Rehabilitation: Case Studies. Journal of the American Geriatrics Society, 60, 1781-1783.
  • Bonney, E., Jelsma, D., Ferguson, G., & Smits-Engelsman, B. (2017). Variable training does not lead to better motor learning compared to repetitive training in children with and without DCD when exposed to active video games. Research in developmental disabilities, 62, 124-136.
  • Page, Z. E., Barrington, S., Edwards, J., & Barnett, L. M. (2017). Do active video games benefit the motor skill development of non-typically developing children and adolescents: A systematic review. Journal of science and medicine in sport, 20(12), 1087-1100.
  • Karakoç, Ö. (2014) İşitme Engelli Judocularda Sekiz Haftalık Denge Ve Koordinasyon Antrenmanlarının Performans Üzerine Etkileri. Yayınlanmış Doktora Tezi. Fırat Üniversitesi, Sağlık Bilimleri Enstitüsü Beden Eğitimi ve Spor Anabilim Dalı, Elazığ.
  • Tsekleves, E., Warland, A., Kilbride, C., Paraskevopoulos, I., & Skordoulis, D. (2014). The use of the Nintendo Wii in motor rehabilitation for virtual reality interventions: a literature review. In Virtual, Augmented Reality and Serious Games for Healthcare 1 (pp. 321-344). Springer, Berlin, Heidelberg.
  • Akın, M. (2013). Effect of gymnastics training on dynamic balance abilities in 4-6 years of age children. International Journal of Academic Research, 5(2).
  • Kato, P.M. (2010). Video games in health care: closing the gap. Review of General Psychology, 14, 113-121.
  • Kaya, M., & Sarıtaş, N. (2019). A Comparison of the Effects of Balance Training and Technological Games on Balance in Hearing-Impaired Individuals. Journal of Education and Training Studies, 7(3S), 48-53.
  • Vernadakis, N., Derri, V., Tsitskari, E. & Antoniou, P. (2014). The effect of Xbox Kinect intervention on balance ability for previous injured young competitive male athletes: a preliminary study. Physical Therapy in Sport, 15, 148-155.
  • Yang, Y.R., Tsai, M.P., Chuang, T.Y., Sung, W.H., & Wang, R.Y. (2008). Virtual reality-based training improves community ambulation in individuals with stroke: A randomized controlled trial. Gait & Posture, 28(2), 201-206.
  • De Bruin, E.D., Schoene, D., Pichierri, G., Smith, S.T. (2010). Use of virtual reality technique for the training of motor control in the elderly-Some theoretical considerations, Zeitschriftfür Gerontologie und Geriatrie,43, 229-234
  • George, A., Rohr, L., & Byrne, J. (2016). Impact of Nintendo Wii games on physical literacy in children: Motor skills, physical fitness, activity behaviors, and knowledge. Sports, 4(1), 3.
  • Gioftsidou, A., Vernadakis, N., Malliou, P., Batzios, S., Sofokleous, P., Antoniou, P., Godolias, G. (2013). Typical balance exercises or exergames for balance improvement?. Journal of back and musculoskeletal rehabilitation, 26(3), 299-305.
  • Kliem, A., & Wiemeyer, J. (2010). Comparison of a traditional and a video game based balance training program. International Journal of Computer Science in Sport, 9(2), 80-91.
Year 2019, Volume: 3 Issue: 3, 119 - 127, 30.12.2019

Abstract

References

  • Ertürk, B. (2003). İşitme engelli çocukların ailelerine öneriler. Ankara, Başbakanlık Özürlüler İdaresi Başkanlığı.
  • Polat, E. (2008). İşitme Engelli Güreşçilerle Sağlıklı Güreşçilerin Dinamik Dengelerinin Karşılaştırılması/The Comparison of The Dynamic Balance Between Audially Handicaped Wrestlers' And Normally Wrestlers'. Yayınlanmamış Yüksek Lisans Tezi, Dumlupınar Üniversitesi, Kütahya.
  • Gabell, A., & Simons, M. A. (1982). Balance coding. Physiotherapy, 68(9), 286.
  • Topuz, B., & Bostancı, İ. (1997). Kulak-burun-boğaz hastalıkları teşhis ve tedavi. Basım Ajans
  • Azevedo, M.G. & Samelli, A.G. (2008). Comparative study of balance on deaf and hearing children. Rev CEFAC, 11(1), 85-91.
  • Butterfield, S. A. (1991). Influence of age, sex, hearing loss, and balance on development of running by deaf children. Perceptual and motor skills, 73(2), 624-626.
  • Gheysen, F., Loots G., & van Waelvelde, H. (2008). Motor development of deaf children with and without cochlear implants. Journal of Deaf Studies and Deaf Education, 13(2), 215-224.
  • Rine, R. M., Braswell, J., Fisher, D., Joyce, K., Kalar, K., & Shaffer, M. (2004). Improvement of motor development and postural control following intervention in children with sensorineural hearing loss and vestibular impairment. International journal of pediatric otorhinolaryngology, 68(9), 1141-1148.
  • Hatipoğlu, A. (2005) Normal ve İşitme Engelli Çocuklarda Denge Alıştırmalarının Denge Becerilerine Etkisinin İncelenmesi, Marmara Üniversitesi Eğitim Bilimleri Enstitüsü Beden Eğitimi ve Spor Öğretmenliği Anabilim Dalı Spor Eğitim Bilim Dalı, Yüksek Lisans Tezi, İstanbul.
  • de Sousa, A. M. M., de França Barros, J., & de Sousa Neto, B. M. (2012). Postural control in children with typical development and children with profound hearing loss. International journal of general medicine, 5, 433.
  • Melo, R. D. S., Lemos, A., Macky, C. F. D. S. T., Raposo, M. C. F., & Ferraz, K. M. (2015). Postural control assessment in students with normal hearing and sensorineural hearing loss. Brazilian Journal of otorhinolaryngology, 81(4), 431-438.
  • Sheehan, D. P., & Katz, L. (2013). The effects of a daily, 6-week exergaming curriculum on balance in fourth grade children. Journal of Sport and Health Science, 2(3), 131-137.
  • https://www.nintendo.com/
  • Franco, J., Jacobs, K., Inzerillo, C., Kluzik, J. (2012). The effect of the Nintendo Wii Fit and exercise in improving balance and quality of life in community dwelling elders. Technology and Health Care-20 95–115 95
  • Meldrum, D., Glennon, A., Herdman, S., Murray, D., & McConn-Walsh, R. (2012). Virtual reality rehabilitation of balance: Assessment of the usability of the Nintendo Wii Fit Plus. Disability and Rehabilitation: Assistive Technology, 7(3), 205-210.
  • Demir, A., Akın, M. (2018)a. Aktif Video Oyunları ve Wobble Board Denge Antrenmanının 6 Yaş Çocuklarda Dinamik Dengeye Etkisinin Karşılaştırılması. Gaziantep Üniversitesi Spor Bilimleri Dergisi, 3(4), 109-121.
  • Demir, A., & Akın, M. (2018)b. Examining the effects of active video games and balance training on static balance in 6 years old children 6 yaş grubu çocuklarda aktif video oyunları ve denge antrenmanlarının statik dengeye etkisinin incelenmesi. Journal of Human Sciences, 15(4), 2376-2386.
  • Mhatre, P. V., Vilares, I., Stibb, S. M., Albert, M. V., Pickering, L., Marciniak, C. M., ... & Toledo, S. (2013). Wii Fit balance board playing improves balance and gait in Parkinson disease. Pm&r, 5(9), 769-777.
  • Taylor, M.J.D., Shawis, T., Impson, R., Ewins, K., McCormick, D., & Griffin, M. (2012). Nintendo Wii As a Training Tool in Falls Prevention Rehabilitation: Case Studies. Journal of the American Geriatrics Society, 60, 1781-1783.
  • Bonney, E., Jelsma, D., Ferguson, G., & Smits-Engelsman, B. (2017). Variable training does not lead to better motor learning compared to repetitive training in children with and without DCD when exposed to active video games. Research in developmental disabilities, 62, 124-136.
  • Page, Z. E., Barrington, S., Edwards, J., & Barnett, L. M. (2017). Do active video games benefit the motor skill development of non-typically developing children and adolescents: A systematic review. Journal of science and medicine in sport, 20(12), 1087-1100.
  • Karakoç, Ö. (2014) İşitme Engelli Judocularda Sekiz Haftalık Denge Ve Koordinasyon Antrenmanlarının Performans Üzerine Etkileri. Yayınlanmış Doktora Tezi. Fırat Üniversitesi, Sağlık Bilimleri Enstitüsü Beden Eğitimi ve Spor Anabilim Dalı, Elazığ.
  • Tsekleves, E., Warland, A., Kilbride, C., Paraskevopoulos, I., & Skordoulis, D. (2014). The use of the Nintendo Wii in motor rehabilitation for virtual reality interventions: a literature review. In Virtual, Augmented Reality and Serious Games for Healthcare 1 (pp. 321-344). Springer, Berlin, Heidelberg.
  • Akın, M. (2013). Effect of gymnastics training on dynamic balance abilities in 4-6 years of age children. International Journal of Academic Research, 5(2).
  • Kato, P.M. (2010). Video games in health care: closing the gap. Review of General Psychology, 14, 113-121.
  • Kaya, M., & Sarıtaş, N. (2019). A Comparison of the Effects of Balance Training and Technological Games on Balance in Hearing-Impaired Individuals. Journal of Education and Training Studies, 7(3S), 48-53.
  • Vernadakis, N., Derri, V., Tsitskari, E. & Antoniou, P. (2014). The effect of Xbox Kinect intervention on balance ability for previous injured young competitive male athletes: a preliminary study. Physical Therapy in Sport, 15, 148-155.
  • Yang, Y.R., Tsai, M.P., Chuang, T.Y., Sung, W.H., & Wang, R.Y. (2008). Virtual reality-based training improves community ambulation in individuals with stroke: A randomized controlled trial. Gait & Posture, 28(2), 201-206.
  • De Bruin, E.D., Schoene, D., Pichierri, G., Smith, S.T. (2010). Use of virtual reality technique for the training of motor control in the elderly-Some theoretical considerations, Zeitschriftfür Gerontologie und Geriatrie,43, 229-234
  • George, A., Rohr, L., & Byrne, J. (2016). Impact of Nintendo Wii games on physical literacy in children: Motor skills, physical fitness, activity behaviors, and knowledge. Sports, 4(1), 3.
  • Gioftsidou, A., Vernadakis, N., Malliou, P., Batzios, S., Sofokleous, P., Antoniou, P., Godolias, G. (2013). Typical balance exercises or exergames for balance improvement?. Journal of back and musculoskeletal rehabilitation, 26(3), 299-305.
  • Kliem, A., & Wiemeyer, J. (2010). Comparison of a traditional and a video game based balance training program. International Journal of Computer Science in Sport, 9(2), 80-91.
There are 32 citations in total.

Details

Primary Language Turkish
Journal Section Article
Authors

Cihat Korkmaz 0000-0002-3677-6682

Manolya Akın 0000-0002-2101-073X

Publication Date December 30, 2019
Published in Issue Year 2019 Volume: 3 Issue: 3

Cite

APA Korkmaz, C., & Akın, M. (2019). 9-14 Yaş Grubu İşitme Engelli Sedanterlerde Nintendo-Wii Balance Board Antrenmanlarının Dinamik Denge Üzerine Etkisi. Spor Eğitim Dergisi, 3(3), 119-127.

Journal of Sports Education © 2017 by Ibrahim Erdemir is licensed under CC BY 4.0