The goal of this clinical trial is to learn about the effectiveness of the incorporating VR interactive games into exercise courses of the elderly in the community.The main questions It aims to answer are: can It improve their balance ability and the quality of life. Participants will receive a Twelve-week intervention of 36 sessions using VR interactive games in their exercise prescription, While the control group will follow the original iInstructor-led exercise intervention as the course content.
Both groups will undergo three sessions per week, one hour per session, for a total of 12 weeks and 36 sessions of intervention. Before and after competing all sessions, the effectiveness of this intervention will be assessed. Some physical assessments will be done by all participants such as 2-minute step, right chair sit and reach, left chair sit and reach to compare if any difference between two groups. and participants will do a questionaire to evaluate the psychological and environmental quality of life.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
HEALTH_SERVICES_RESEARCH
Masking
NONE
Enrollment
63
The experimental group received a twelve-week intervention of 36 sessions using VR interactive games in their exercise prescription,
Taipei medical University
Taipei, Taiwan
Balance ability
The scores of five physical assessments
Time frame: Physical assessment done 2 weeks before and 2 weeks after 12 weeks courses
Life quality
The score of questionnaire done by all participants
Time frame: Questionnaire done 2 weeks before and 2 weeks after 12 weeks courses
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