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The Effect of Virtual Reality Game Training on Improving Walking Speed and Dynamic Balance Function After Stroke Lampah, Christopher; Berhimpon, Siemona L. E.; Durry, Meilany Feronika; Anggana, Brain; Suyono, Jonathan Prayogi; Setiono, Alfred
Surabaya Physical Medicine and Rehabilitation Journal Vol. 6 No. 1 (2024): SPMRJ, FEBRUARY 2024
Publisher : Faculty of Medicine, Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/spmrj.v6i1.51182

Abstract

Background: Stroke is a serious health condition that can cause physical and cognitive impairment, affecting a person's ability to perform daily activities. Important factor that affect the quality of life of stroke patients is the ability to mobilize, especially walking. Virtual Reality is expected to increase walking speed and dynamic balance which are important to improve patient mobility and independence. Aim(s) : Analyse the effect of Virtual Reality (VR) game training using Xbox 360° and KinectTM devices on post-stroke walking speed and balance Material and methods: An experimental study involving 18 ischemic post-stroke patients at the Rehabilitation Installation of Prof. Dr. R. D. Kandou Hospital Manado (from June to July 2023). The intervention was a 30 minutes VR game exercises with three sessions per week (a total of 8 sessions for each subject). This subject was assessed using the 10-meter Walk Test (10 MWT) and the Berg Balance Scale (BBS). Result: There were significant improvements in both walking speed and dynamic balance. Wilcoxon Signed Ranks test results on Walking Speed (10 MWT) obtained a value of Z = -3,754 with a value of (p = 0.000 <0.05). Similar results were obtained in testing the dynamic balance function where the paired t test results were obtained at t = -14.750. The results indicate significant differences in the mean value of Subacute Post-Stroke BBS before and after training (p < 0.05). Conclusions: Virtual Reality (VR) game training using Xbox 360° and KinectTM devices significantly increased walking speed and balance in post-stroke patients.
Efek Latihan Menggunakan Gim Virtual Reality terhadap Rasa Takut Jatuh dan Kualitas Hidup pada Pasien Pasca Stroke Iskemik Subakut Gessal, Joudy; Anggana, Brain; Suyono, Jonathan Prayogi
Majalah Kedokteran Indonesia Vol 74 No 4 (2024): Journal of The Indonesian Medical Association - Majalah Kedokteran Indonesia, Vo
Publisher : PENGURUS BESAR IKATAN DOKTER INDONESIA (PB IDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47830/jinma-vol.74.4-2024-1478

Abstract

Introduction: Fear of falling after a stroke can be caused by a lack of balance, muscle weakness, or impaired motor control. This can affect a patient's ability to move around and their overall quality of life after a stroke. However, virtual reality (VR) technology has the potential to help with this issue by providing simulated physical exercises that are safe and controlled. By combining VR rehabilitation with conventional stroke care, it's possible to improve a patient's ability to move around safely and their quality of life after a stroke.Methods: An experimental study was conducted on 18 ischemic post-stroke patients who sought treatment at the Medical Rehabilitation Installation of Prof. Dr. R. D. Kandou Hospital Manado from June to July 2023. The study aimed to analyze the impact of VR game training using Xbox 360° and KinectTM devices on fear of falling and post-stroke quality of life. The assessment of fear of falling was done using the Fall Efficacy Scale (FES) and quality of life using the EQ-5D. The intervention included four types of game exercises scheduled three times per week, with each session lasting 30 minutes with a total of eight sessions for each subject.Results: Following VR game training, there was a significant reduction in fear of falling (t = 15.353, p less than 0.001) and an improvement in quality of life across five dimensions of health problems as well as EQ-5D (t = 23.777, p less than 0.001).Conclusion: VR game training combined with conventional stroke care can reduce the fear of falling and improve the quality of life of post-stroke patients.
Kesenjangan Antara Harapan dan Pengalaman Pasien Dalam Service Quality Rumah Sakit Tinjauan Literatur Setyagraha, Javan Agustian; Hanifah, Hasni; Poana, Gabriella S.; Suyono, Jonathan Prayogi; Mare, Isra Waly Rustan
Jurnal Sosial Teknologi Vol. 6 No. 3 (2026): Jurnal Sosial dan Teknologi
Publisher : CV. Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/jurnalsostech.v6i3.32727

Abstract

Latar belakang: Kualitas layanan rumah sakit merupakan isu strategis dalam pelayanan kesehatan modern karena berkaitan langsung dengan pengalaman dan penilaian pasien terhadap layanan yang diterima. Meskipun berbagai standar pelayanan dan sistem akreditasi telah diterapkan, dalam praktiknya masih sering ditemukan kesenjangan antara harapan pasien dan pengalaman nyata selama proses pelayanan. Tujuan: Penelitian ini bertujuan untuk mengkaji secara komprehensif kesenjangan antara harapan dan pengalaman pasien dalam service quality rumah sakit melalui pendekatan tinjauan literatur. Metode: Metode penelitian yang digunakan adalah literature review dengan menelaah lebih dari dua puluh penelitian nasional dan internasional yang diperoleh dari basis data Google Scholar, Scopus, dan Garuda, dalam rentang tahun 2015–2024. Analisis dilakukan menggunakan pendekatan analisis tematik untuk mengidentifikasi pola-pola temuan utama terkait dimensi service quality, harapan pasien, pengalaman pasien, serta faktor-faktor yang memicu kesenjangan persepsi. Hasil: Hasil kajian menunjukkan bahwa service quality rumah sakit merupakan konstruk multidimensional yang mencakup dimensi teknis dan non-teknis, dengan dimensi non-teknis seperti komunikasi, empati, dan responsivitas memiliki peran dominan dalam membentuk persepsi pasien. Kesenjangan antara harapan dan pengalaman pasien paling sering muncul pada aspek proses pelayanan, khususnya komunikasi tenaga kesehatan, waktu tunggu, dan kejelasan informasi layanan. Kesimpulan: Temuan ini menegaskan bahwa evaluasi kualitas layanan rumah sakit yang hanya berfokus pada pemenuhan standar administratif belum mampu merepresentasikan pengalaman pasien secara utuh. Oleh karena itu, integrasi perspektif pengalaman pasien menjadi penting dalam upaya peningkatan service quality rumah sakit yang berorientasi pada kebutuhan dan harapan pasien.