Cognitive ability

认知能力
  • 文章类型: Journal Article
    UNASSIGNED: The digital divide is the difference between individuals who use the Internet and those who do not. Under the triple social environment of urban-rural dichotomy, population aging, and the digital era in China, the existence of digital divide among rural older adults has seriously affected their access to health information through the Internet, so it is urgent to bridge the digital divide problem they face.
    UNASSIGNED: Based on Maslow\'s Hierarchy of Needs Theory and Stress Coping Theory, the impact of cultural capital on the digital divide among rural older adults was systematically analyzed using hierarchical regression and Chained Mediation Effect Tests using data from the Chinese Family Panel Studies (CFPS).
    UNASSIGNED: Cultural capital has a significant positive effect on the digital divide among rural older adults (β = 0.178, p < 0.01). Cognitive ability and economic capacity both play independent intermediary effects between cultural capital and digital divide among rural older adults, and the intermediary chain formed by the two plays a chain intermediary effect. The increase in the cultural capital of rural older adults has led to an increase in their cognitive ability and economic capacity, which ultimately has a favorable effect on the bridging of the digital divide. Heterogeneity results suggest that cultural capital is more effective in bridging the digital divide among male rural older adults aged 60-69.
    UNASSIGNED: Cultural capital is able to bridge the digital divide faced by rural older adults and is age and gender heterogeneous. At the same time, improved cognitive ability and economic capacity can also help rural older adults bridge the digital divide. Therefore, it is proposed that we increase the construction of public cultural service infrastructure in rural areas, liaise with community neighborhood committees and village committees to do a good job of publicity, improve training measures for key groups, and maintain the enthusiasm of rural older adults for learning, so as to provide references for the rural older adults in China and developing countries in general to bridge the digital divide.
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  • 文章类型: Journal Article
    执行功能是影响多动症儿童幸福感的重要因素。因此,在ADHD患者的诊断和治疗中纳入执行功能障碍的便捷评估是必要的.然而,执行功能障碍评估目前依赖于基于实验室的神经心理学测试和症状评定量表。本研究检查了3-D动作益智视频游戏的潜力,以反映儿科ADHD患者的生态有效执行功能。
    将参与者的游戏玩法指标与他们的剑桥神经心理学测试自动电池(CANTAB)和Conners3ParentForm的执行功能子量表得分进行了比较。参与者包括33名8-21岁的ADHD和非ADHD患者。
    游戏中的指标与不同的CANTAB考试成绩相关,游戏玩法的综合得分与Conners3的执行功能障碍显着相关。
    对于患有多动症的儿童,与执行功能和整体现实生活中的执行功能相关的认知领域似乎都可以通过视频游戏来衡量。根据从本研究中使用的视频游戏获得的定量数据,可以开发个性化的行为疗法。
    UNASSIGNED: Executive functions are important factors that affect the well-being of children with ADHD. Therefore, inclusion of a convenient assessment of executive dysfunction in diagnosis and treatment of ADHD patients is warranted. However, executive dysfunction assessment presently relies on lab-based neuropsychological tests and symptom rating scales. The present study examined the potential of a 3-D action puzzle video game to reflect ecologically valid executive functioning in pediatric ADHD patients.
    UNASSIGNED: Participant gameplay metrics were compared to both their Cambridge Neuropsychological Test Automated Battery (CANTAB) and Conners 3 Parent Form\'s executive functioning subscale scores. Participants consisted of 33 ADHD and non-ADHD patients aged 8-21.
    UNASSIGNED: Metrics from gameplay were associated with distinct CANTAB test scores, and a composite score from gameplay was significantly correlated with executive dysfunction from Conners 3.
    UNASSIGNED: For children with ADHD, cognitive domains related to executive function and overall real-life executive functioning appear to both be measurable via video games. It may be possible to develop individualized behavioral therapy based on the quantitative data obtained from the video game used in this study.
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  • 文章类型: Journal Article
    目的:调查2004-2007年极早产(<32孕周)的12岁瑞典儿童的语言和阅读结果的预测因素。
    方法:非常早产的儿童(n=78,43个女孩),和足月出生的对照组(n=50,32名女孩),进行了言语智商检查,语义和语音流畅性,句子回忆,阅读流利,12岁时的单词和语音解码。结果与新生儿特征有关,语言发展,用Bayley-III测量,在2.5岁校正年龄,和并发的非语言智商。
    结果:早产儿表现出语言和阅读困难,这并不能完全由并发的非语言智商水平来解释。极早产儿(<28孕周)表现出特定的语言弱点。产前类固醇的管理,早产儿和持续性动脉导管的视网膜病变解释了语言和阅读结果的独特差异。2.5岁时的语言评估对12岁时的语言和阅读结果的预测价值较低。
    结论:早产的12岁儿童的语言和阅读困难不能通过并发的非语言智商来完全解释,并且在2.5年的语言评估中无法可靠地预测。有必要在学龄时重新进行语言评估,以识别出持续存在语言困难的儿童。
    OBJECTIVE: To investigate predictors of language and reading outcomes in 12-year-old Swedish children born very preterm (<32 gestational weeks) in 2004-2007.
    METHODS: Children born very preterm (n = 78, 43 girls), and term-born controls (n = 50, 32 girls), were examined on verbal IQ, semantic and phonemic fluency, sentence recall, reading fluency, word and phonological decoding at 12 years of age. The results were related to neonatal characteristics, language development, measured with Bayley-III, at 2.5 years corrected age, and concurrent non-verbal IQ.
    RESULTS: Preterm children showed language and reading difficulties that were not completely accounted for by level of concurrent non-verbal IQ. Extremely preterm born children (<28 gestational weeks) demonstrated specific linguistic weaknesses. Administration of antenatal steroids, retinopathy of prematurity and persistent ductus arteriosus explained unique variance in language and reading outcomes. Language assessments at 2.5 years had low predictive value for language and reading outcomes at age 12.
    CONCLUSIONS: Language and reading difficulties in 12-year-old children born preterm were not fully explained by concurrent non-verbal IQ, and were not reliably predicted by language assessments at 2.5 years. Renewed language assessments at school age are warranted for identifying children with persisting linguistic difficulties.
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  • 文章类型: Journal Article
    术语沉浸式技术是指不断变化和发展的各种类型的技术和观点。它可以用于不同的目的和领域,如教育,healthcare,娱乐,arts,和工程。本文旨在比较沉浸式技术在教育中的应用效果,即混合现实,生成与MicrosoftHoloLens2,与传统的教学方法。实验涉及比较两组接受不同训练方法的学生:第一组看到一张带有人体肌肉系统图像的PowerPoint幻灯片,而第二组看到了人体的3D全息图,显示出与PowerPoint(PPT)相同的肌肉群。通过整合参与者的智商(IQ)水平作为预测变量,该研究试图确定混合现实技术的结合是否会显著影响学习者的学习成果和保留能力。这项调查旨在通过提供有关先进教育技术在不同学习环境中的潜在好处的经验证据,为不断发展的教学环境做出贡献。这项研究的主要发现表明,虽然MR具有潜力,它的有效性与其互动性密切相关。在内容保持静态且非交互的情况下,与传统的PPT方法相比,MR不会显着提高信息保留率。此外,这项研究强调,教学策略应该适应个人的认知概况,因为当提供的信息相同时,技术类型(MR或PPT)本身不会显着影响学习成果。
    The term immersive technology refers to various types of technologies and perspectives that are constantly changing and developing. It can be used for different purposes and domains such as education, healthcare, entertainment, arts, and engineering. This paper aims to compare the effectiveness of immersive technologies used in education, namely mixed reality, generated with Microsoft HoloLens 2, with traditional teaching methods. The experiment involves comparing two groups of students who received different training methods: the first group saw a PowerPoint slide with an image of the human muscular system, while the second group saw a 3D hologram of the human body that showed the same muscle groups as in the PowerPoint (PPT). By integrating the Intelligence Quotient (IQ) levels of the participants as a predictive variable, the study sought to ascertain whether the incorporation of mixed reality technology could significantly influence the learning outcomes and retention capabilities of the learners. This investigation was designed to contribute to the evolving pedagogical landscape by providing empirical evidence on the potential benefits of advanced educational technologies in diverse learning environments. The main finding of this study indicates that while MR has potential, its effectiveness is closely tied to its interactivity. In cases where the content remains static and non-interactive, MR does not significantly enhance in-formation retention compared to traditional PPT methods. Additionally, the study highlights that instructional strategies should be adapted to individual cognitive profiles, as the technology type (MR or PPT) alone does not significantly impact learning outcomes when the information presented is identical.
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  • 文章类型: Journal Article
    本研究旨在探讨网络使用对老年人心理健康的影响及其通路机制,为改善老年人心理健康、更好地实现积极老龄化提供理论依据和实践指导。利用2020年中国健康与退休纵向调查的横截面数据,最终包括6722名60岁以上的老年人。我们对数据进行了描述性和相关性分析;我们使用看似无关的回归分析了互联网使用对老年人抑郁水平和认知能力的相关性;我们通过中介分析进一步探讨了社会化频率在互联网使用与老年人抑郁水平和认知能力关系中的中介作用及其差异。结果显示,本研究中老年人的平均年龄为(68.52±5.97)岁,平均互联网使用得分为(1.12±1.63),平均抑郁评分为(8.44±6.31),平均认知评分为(12.17±3.27)分。互联网的使用对老年人的心理健康有积极的影响,包括降低抑郁(β=-0.275,P<0.05)和改善认知(β=0.300,P<0.05)。社交频率介导了互联网使用与抑郁/认知能力之间的关系(95%CI=-0.034至-0.008,95%CI=0.007-0.022)。因此,鼓励老年人使用互联网至关重要,积极融入数字社会,促进明智的衰老,分享科技发展成果,并利用互联网来维持老年人的心理健康。
    This study aims to explore the impact of Internet use on the mental health of older adults and its pathway mechanisms and to provide a theoretical basis and practical guidance for improving the mental health of older adults and better realizing active aging. Using cross-sectional data from the 2020 China Health and Retirement Longitudinal Survey, 6722 older adults over 60 were finally included. We conducted descriptive and correlation analyses of the data; we analyzed the correlation of Internet use on the depression level and cognitive ability of older adults using seemingly unrelated regression; we further explored the mediating role of socialization frequency in the relationship between Internet use and the depression level and cognitive ability of older adults and its differences through mediation analysis. The results showed that the mean age of older adults in this study was (68.52 ± 5.97), the mean Internet use score was (1.12 ± 1.63), the mean depression score was (8.44 ± 6.31), and the mean cognitive score was (12.17 ± 3.27). Internet use had a positive impact on the mental health of older adults, including lowering depression (β = -0.275, P < 0.05) and improving cognition (β = 0.300, P < 0.05). Socialization frequency mediated the relationship between Internet use and depression/cognitive ability (95 % CI = -0.034 to -0.008, 95 % CI = 0.007-0.022). Therefore, it is essential to encourage older adults to use the Internet, actively integrate into the digital society, promote wise aging, share the fruits of technological development, and utilize the Internet to maintain the mental health of older adults.
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  • 文章类型: Journal Article
    阿尔茨海默病(AD)构成了全球健康威胁,逐渐剥夺患者的记忆和认知能力。虽然人们认识到有意义的社交接触可以减轻AD患者的痴呆症状,社会刺激减轻AD症状的确切机制仍知之甚少.我们发现与新型小鼠的社会互动,也被称为小说社交,模拟有意义的社交。因此,我们开发了多种新型社交(MNS)刺激模式来训练AD模型小鼠,并发现MNS有效地减轻了AD小鼠的认知缺陷。这一发现不仅为研究社会刺激与阿尔茨海默病之间的关系开辟了一条新途径,而且为深入研究潜在机制奠定了基础。从而为开发治疗阿尔茨海默病的新策略提供了重要的理论支持。主要特征•设计一种新的社会刺激方法来模拟日常生活中有意义的社交互动。•MNS刺激方案跨越14天,每天向受试者小鼠介绍一只新型小鼠。•受试者为2.5个月大的FAD4T小鼠,模拟轻度认知障碍(MCI)患者。•行为测试的结果证实了MNS在减少AD模型中的认知缺陷中的功效。该协议用于:JNeurosci(2024),DOI:10.1523/JNEUROSCI.1689-23.2024。
    Alzheimer\'s disease (AD) poses a global health threat, progressively robbing patients of their memory and cognitive abilities. While it is recognized that meaningful social contact can alleviate the symptoms of dementia in AD patients, the precise mechanisms by which social stimulation mitigates AD symptoms remain poorly understood. We found that social interaction with novel mice, also known as novel social, simulated meaningful socializing. Therefore, we developed the multiple novel social (MNS) stimulation paradigm to train AD model mice and found that MNS effectively alleviated cognitive deficits in AD mice. This discovery not only opens up a new avenue for investigating the relationship between social stimulation and Alzheimer\'s disease but also lays the groundwork for delving into the underlying mechanisms, thereby providing crucial theoretical support for developing novel strategies to treat Alzheimer\'s disease. Key features • Designing a new social stimulation method to simulate meaningful social interactions in daily life. • The MNS stimulation protocol spans 14 days, with one novel mouse introduced to the subject mice each day. • The subjects were 2.5-month-old FAD4T mice, simulating patients with mild cognitive impairment (MCI). • Results of behavioral tests confirm the efficacy of MNS in reducing cognitive deficits in the AD model. This protocol is used in: J Neurosci (2024), DOI: 10.1523/JNEUROSCI.1689-23.2024.
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  • 文章类型: Journal Article
    研究用其他活动代替屏幕时间对儿童认知能力的影响。
    共有583名儿童(男性299名,女性284名),3-6岁,被选为参与者。相关性,回归,并使用等时替代分析。
    电视上的屏幕娱乐时间(SET_TV)与儿童的数学能力呈负相关。然而,除电视外,在其他电子设备上的屏幕学习时间(SLT_OED)和单独学习的非屏幕学习时间(NSLT_LA)与数学能力和语言能力呈正相关。在控制了性别之后,年龄,和家庭社会经济地位,SET_TV仍然与数学能力呈负相关,而NSLT_LA保持正相关。此外,用NSLT_LA代替SET_TV10分钟,语言能力提高了0.55,数学能力提高了0.87。同样,替换SLT_OED,睡在家里,在幼儿园外锻炼10分钟的SET_TV使数学能力提高了0.90、0.43和0.61,分别。
    当屏幕娱乐时间被屏幕学习时间取代时,会有认知益处,非屏幕学习时间,睡眠时间,和锻炼时间,当屏幕娱乐时间用NSLT_LA代替时,观察到的好处最高。
    UNASSIGNED: To investigate the impact of substituting screen time with other activities on children\'s cognitive ability.
    UNASSIGNED: A total of 583 children (299 males and 284 females), aged 3-6 years, were selected as participants. Correlation, regression, and isochronic substitution analyses were used.
    UNASSIGNED: Screen entertainment time on TV (SET_TV) was negatively associated with children\'s math ability. However, screen learning time on other electronic devices besides TV (SLT_OED) and non-screen learning time by learning alone (NSLT_LA) were positively associated with math ability and language ability. After controlling for gender, age, and family socio-economic status, SET_TV remained negatively associated with math ability, while NSLT_LA remained positively correlated. Furthermore, substituting 10 min of SET_TV with NSLT_LA resulted in an increase of 0.55 in language ability and 0.87 in math ability. Similarly, substituting SLT_OED, sleeping at home, and exercising outside of kindergarten for 10 min of SET_TV resulted in an increase of 0.90, 0.43, and 0.61 in math ability, respectively.
    UNASSIGNED: There are cognitive benefits when screen recreation time is replaced with screen learning time, non-screen learning time, sleep time, and exercise time, with the highest benefits observed when screen recreation time is substituted with NSLT_LA.
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  • 文章类型: Journal Article
    在足球比赛中,运动和身体素质对于优化运动员的表现起着至关重要的作用。实施针对MotophysicFitness(MPF)的自定义锻炼时间表有助于提高他们的现场表现。本研究旨在评估为期12周的MPF训练计划的影响,该计划旨在改善精英足球运动员的身体素质。在休赛期对平均年龄(20±1岁)的青少年足球运动员实施强积金训练计划,身高(1.75±0.5m)重量(64.3±5.7kg)。评估与足球相关的健身特征以评估表现水平,而脑电图(EEG)用于认知评估。进行统计分析以评估适合度性状的结果。在不同的健康特征中观察到显著的改善,平均值最小增加2%,最大增加5%。速度成为主要贡献者,显示出稳健的相关性(调整后的R2=0.84),而敏捷性,力量,电源,耐力,balance,协调,和反应时间也显示出实质性的改善。尽管在灵活性方面取得了显著进展,其对整体适应度的影响似乎相对较小(调整后的R2=0.23)。Z检验证实了MPF后所有适应度评估的统计学意义,每个测试的p值小于0.05。从脑电图中提取的特征突出了训练前后认知能力的提高。
    Motor and physical fitness play a crucial role to optimize the player performance in the soccer game. Implementing a customized workout schedule targeting Motophysic Fitness (MPF) helps to elevate their on-field performance. The present study was aimed to assess the impact of a 12-week MPF Training program targeted to have improvements in physical fitness for elite soccer players. MPF training program was implemented during the off-season for youth soccer players with average age (20 ± 1 years), height (1.75 ± 0.5 m) weight (64.3 ± 5.7 kg). Soccer-related fitness traits were assessed to evaluate performance levels, while Electroencephalography (EEG) was utilized for cognitive assessment. Statistical analysis was performed to evaluate the outcome of the fitness traits. Significant improvements were observed across diverse fitness traits, with mean values increasing by a minimum of 2 % and a maximum of 5 %. Speed emerged as a predominant contributor, showing a robust correlation (Adjusted R2 = 0.84), while agility, strength, power, endurance, balance, coordination, and reaction time also displayed substantial improvements. Despite observable gains in flexibility, its impact on overall fitness appeared comparatively modest (Adjusted R2 = 0.23). Z-test confirmed the statistical significance of all fitness assessments post-MPF, with p-values less than 0.05 for each test. Features extracted from EEG highlighted the improvement in cognitive ability before and after training.
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  • 文章类型: Journal Article
    背景:严重游戏(SGs)是非药物干预措施,广泛应用于老年人。迄今为止,没有证据表明数字SGs对认知能力的影响,日常行为能力,患有阿尔茨海默病(AD)和轻度认知障碍(MCI)的老年人或抑郁症。
    目的:本研究旨在通过总结和汇集先前研究的结果来评估SGs对患有AD和MCI的老年人的影响。
    方法:这项荟萃分析检查了数字SGs在提高认知能力方面的有效性,增强日常行为能力,减轻患有AD和MCI的老年人的抑郁症。我们搜索了截至2023年12月31日的以下数据库,以确定相关的高质量随机对照试验(RCT):PubMed,Embase,WebofScience,Scopus,科克伦图书馆Stata15.1和ReviewManager5.3用于筛选14项研究,提取数据,对数据进行编码,并进行荟萃分析。使用95%CI的平均差和标准化平均差(SMD)来计算连续变量。使用Cochrane偏差风险评估工具评估偏差风险。资格标准是根据人口制定的,干预,比较,结果,和研究设计框架:(1)人群(患有AD和MCI的老年人),(2)干预(数字SG干预),(3)比较(数字SG干预与常规医疗保健),(4)结果(认知能力,日常行为能力,和抑郁),(5)研究或研究设计(RCT)。进行了敏感性分析,并构建了漏斗图。
    结果:从2017年1月到2023年12月,我们在14个RCT中招募了714名个人,在使用数字SGs的严重游戏组中有374(52.4%),在使用传统方法的对照组中有340(47.6%)。我们的荟萃分析结果表明,在几个关键领域中,在患有AD和MCI的老年人中使用数字SGs比传统的培训方法更有效。具体来说,数字SG治疗显著提高了认知能力,如简易精神状态检查(SMD2.11,95%CI1.42-2.80;P<.001)和蒙特利尔认知评估(SMD2.75,95%CI1.98-3.51;P<.001),日常行为能力显著增加(SMD0.53,95%CI0.06-0.99;P=0.03),在患有AD和MCI的老年人中,抑郁显著降低(SMD-2.08,95%CI-2.94至-1.22;P<.001)。根据Begg和Egger测试的结果,未检测到发表偏倚。
    结论:数字SGs为患有AD和MCI的老年人提供了一种可行且有效的非药物治疗方法,与传统格式相比,效果更好。然而,由于RCT有限,在解释这些发现时需要谨慎,小样本量,和低质量的荟萃分析证据。
    背景:PROSPERO国际系统评价前瞻性注册:CRDCRD42023486090;https://www.crd.约克。AC.uk/PROSPERO/display_record。php?RecordID=486090。
    BACKGROUND: Serious games (SGs) are nonpharmacological interventions that are widely applied among older adults. To date, no evidence has been published regarding the effect of digital SGs on cognitive ability, daily behavioral capacity, or depression in older adults with Alzheimer\'s disease (AD) and mild cognitive impairment (MCI).
    OBJECTIVE: This study aimed to assess the effect of SGs on older adults with AD and MCI by summarizing and pooling the results of previous studies.
    METHODS: This meta-analysis examined the effectiveness of digital SGs in improving cognitive ability, enhancing daily behavioral capacity, and alleviating depression in older adults with AD and MCI. We searched the following databases up to December 31, 2023, to identify relevant high-quality randomized controlled trials (RCTs): PubMed, Embase, Web of Science, Scopus, and Cochrane Library. Stata 15.1 and Review Manager 5.3 were used to screen the 14 studies, extract data, code the data, and perform meta-analysis. Mean differences and standardized mean differences (SMDs) with 95% CIs were used to calculate continuous variables. The Cochrane risk-of-bias assessment tool was used to evaluate the risk of bias. Eligibility criteria were developed in accordance with the Population, Intervention, Comparison, Outcomes, and Study Design framework: (1) population (older adults with AD and MCI), (2) intervention (digital SG intervention), (3) comparison (digital SG intervention vs routine health care), (4) outcomes (cognitive ability, daily behavioral capacity, and depression), and (5) study or research design (RCT). Sensitivity analysis was performed, and a funnel plot was constructed.
    RESULTS: From January 2017 to December 2023, we enrolled 714 individuals across 14 RCTs, with 374 (52.4%) in the severe game group using digital SGs and 340 (47.6%) in the control group using traditional methods. The results of our meta-analysis indicated that using digital SGs in older adults with AD and MCI is more effective than traditional training methods in several key areas. Specifically, digital SG therapy significantly increased cognitive ability, as found in the Mini-Mental State Examination (SMD 2.11, 95% CI 1.42-2.80; P<.001) and the Montreal Cognitive Assessment (SMD 2.75, 95% CI 1.98-3.51; P<.001), significantly increased daily behavioral capacity (SMD 0.53, 95% CI 0.06-0.99; P=.03), and significantly reduced depression (SMD -2.08, 95% CI -2.94 to -1.22; P<.001) in older adults with AD and MCI. No publication bias was detected based on the results of Begg and Egger tests.
    CONCLUSIONS: Digital SGs offer a viable and effective nonpharmacological approach for older adults with AD and MCI, yielding better results compared to traditional formats. However, caution is warranted in interpreting these findings due to limited RCTs, small sample sizes, and low-quality meta-analyzed evidence.
    BACKGROUND: PROSPERO International Prospective Register of Systematic Reviews: CRDCRD42023486090; https://www.crd.york.ac.uk/PROSPERO/display_record.php?RecordID=486090.
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  • 文章类型: Journal Article
    Exergames是一种创新方法,可以促进神经可塑性并提高老年人的认知能力。本研究旨在比较单任务和多任务运动对轻度认知障碍(MCI)老年人认知能力的影响。
    使用PubMed,WebofScience,EBSCO,Elsevier,ProQuest,中国国家知识基础设施(CNKI),万方和VIP数据库的相关文章从数据库建立开始到2024年4月1日。纳入标准是:(i)年龄在60岁或以上的参与者被诊断为轻度认知障碍,(ii)使用随机对照试验(RCT);(iii)涉及体力活动或作为主要变量的运动的干预措施;(iv)使用标准化神经心理学工具评估认知功能的结局指标,包括样本量的统计数据,意思是,和标准偏差。最后,纳入的研究共有526名参与者.使用平均差(MD)和95%置信区间(CI)来合成数据中的效应大小。
    包括11项研究。由于干预方法的差异,对纳入的研究进行亚组分析.与蒙特利尔认知评估量表评估的对照组相比,单任务干预改善了MCI老年人的认知能力(MD3.40,95%CI2.43-4.37),简易精神状态量表(MD2.38,95%CI-2.03至2.72),跟踪测试(MD-3.89,95%CI-6.45至-1.33),和数字跨度正向检验(MD1.16,95%CI0.73-1.60)。
    这项荟萃分析支持,运动游戏可能是MCI患者的有效认知康复方法。我们的研究建议患者实施定制的exergames计划并长期坚持。有必要注意运动指南并提供临床医生的证据。
    (1)这项荟萃分析支持运动游戏可能是MCI患者的有效认知康复方法。我们的研究建议患者实施定制的exergames计划并长期坚持。有必要注意运动指南并提供临床医生的证据。(2)本研究为针对轻度认知障碍开发的VR任务的临床实用性提供了初步证据。(3)在本文中,只搜索了中文和英文的相关研究,没有其他语言的研究被搜索。
    UNASSIGNED: Exergames are an innovative method that can promote neuroplasticity and improve the cognitive abilities of the elderly. This study aimed to compare the effects of single-task and multi-task exergames on the cognitive ability of the elderly with mild cognitive impairment (MCI).
    UNASSIGNED: Computerized literature search was performed using PubMed, Web of Science, EBSCO, Elsevier, ProQuest, China National Knowledge Infrastructure (CNKI), Wanfang and VIP database to identify relevant articles from the establishment of the database from inception to April 1, 2024. The inclusion criteria were: (i) participants aged 60 or older diagnosed with mild cognitive impairment, regardless of gender; (ii) use of randomized controlled trials (RCTs); (iii) interventions involving exergames with physical activity or as the primary variable; and (iv) outcome measures using standardized neuropsychological instruments to assess cognitive function, including statistical data on sample size, mean, and standard deviation. Finally, the included study comprised a total of 526 participants. Mean difference (MD) and 95% confidence interval (CI) were used to synthesize the effect size in the data.
    UNASSIGNED: 11 studies were included. Due to the differences in the intervention methods, subgroup analysis was performed on the included research. Compared with the control group assessed by the Montreal Cognitive Assessment Scale, the single-task intervention improved the cognitive ability of the elderly with MCI (MD 3.40, 95% CI 2.43-4.37), the Mini-Mental State Examination Scale (MD 2.38, 95% CI -2.03 to 2.72), the Trail Making Test (MD -3.89, 95% CI -6.45 to -1.33), and the Digit Span Forward test (MD 1.16, 95% CI 0.73-1.60).
    UNASSIGNED: This meta-analysis supports that exergames could be an effective cognitive rehabilitation method for MCI patients. Our study recommends that patients implement a customized exergames program and adhere to it for a long time. It is necessary to pay attention to the exercise guidelines and provide evidence from clinicians.
    UNASSIGNED: (1) This meta-analysis supports that exergames could be an effective cognitive rehabilitation method for MCI patients. Our study recommends that patients implement a customized exergames program and adhere to it for a long time. It is necessary to pay attention to the exercise guidelines and provide evidence from clinicians. (2) This research provides preliminary evidence for the clinical utility of VR tasks developed for mild cognitive impairment. (3) In this paper, only relevant studies in Chinese and English were searched, and no studies in other languages were searched.
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