• Title/Summary/Keyword: Cognitive-Based Intervention

Search Result 269, Processing Time 0.024 seconds

Effects of Korean Computer-Based Cognitive Rehabilitation Program(CoTras) on Frontal-Executive Functions in Patients with Traumatic Brain Injury (한국형 전산화 인지재활프로그램(CoTras)이 외상성 뇌손상 환자의 전두엽-집행기능에 미치는 영향)

  • Han, Seung-Hyup;Jo, Eun-Ju;Noh, Dong-hee;Kam, Kyung-Yoon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.5
    • /
    • pp.3344-3352
    • /
    • 2015
  • The purpose of this study is to investigate the effects of Korean computer-based cognitive rehabilitation program (CoTras) on frontal-executive functions in patients with traumatic brain injury (TBI). This study was performed at C hospital in Changwon, Gyeongsangnam-do, Korea from August 2013 to March 2014. Ten patients with TBI were randomly divided into two groups. The experimental group had been given CoTras once a day, five times a week for four weeks, whereas the control group had performed self-cognitive training under the same conditions. To verify the effect of intervention, the following executive function measures were used: Korean Montreal Cognitive Assessment (K-MoCA), Executive Clock Drawing Test (ECDT), Trail Making Test (TMT), Rey-Complex Figure Test (RCFT). Intervention group showed significant increase in K-MoCA, TMT, RCFT-delayed recall (p<.05). However, control group showed no significant change in any test. There was significant difference of changed scores (post test-pre test) between two groups in K-MoCA, TMT and RCFT-delayed recall (p<.05). This study showed that CoTras is effective to improve frontal-executive functions in patients with traumatic brain injury.

A Review of Music Intervention Studies With Elderly Patients With Moderate to Severe Dementia (국내·외 중등도 및 중증 치매 노인 대상 음악 중재 연구 고찰)

  • Lee, Hyeon Ah
    • Journal of Music and Human Behavior
    • /
    • v.19 no.2
    • /
    • pp.1-26
    • /
    • 2022
  • This review was conducted to identify the research trends in music intervention studies with elderly patients with dementia. Korean- and English-written studies on music intervention for this population were searched and analyzed. Seventeen studies were included in the final analysis. The results showed that behavioral and psychological symptoms were the main dependent variables. In terms of the type of music intervention employed, interventions requiring the patient's active participation in producing music were more common than interventions that required the patient to only listen to music. The majority of studies provided live music, selected music that was familiar to and preferred by the patient, and utilized rhythm-based performance activities. In the studies using active music production as the intervention, the participants were asked to express the emotions evoked by group instrument playing or singing along with music, which doesn't reflect the functional limitations (e.g., cognitive impairment) of elderly patients with moderate to severe dementia. The results of this review point to the need in the field to develop music intervention programs for the elderly with moderate to severe dementia that meaningfully engage these patients in music-related behaviors that target their specific symptomology.

The Effects of Simulation-based Education on Nursing Students' Presence in Education, Systems Thinking and Proactivity in Problem Solving (시뮬레이션 교육이 간호대학생의 교육실재감, 시스템사고능력 및 문제해결 적극성에 미치는 효과)

  • Cho, Ok-Hee;Hwang, Kyung-Hye
    • Journal of Home Health Care Nursing
    • /
    • v.23 no.2
    • /
    • pp.147-154
    • /
    • 2016
  • Purpose: This study aimed to develop and apply simulation-based education, and to verify the effects of this type of education on nursing students' presence in education, systems thinking, and proactivity in problem solving. Method: Subjects were 69 senior college students recruited through convenient sampling. This study used a one-group pre-posttest quasi-experimental design. A structured survey was administered a week before and after provision of the simulation-based education once a week for 4 weeks. Data were analyzed using descriptive statistics and t-tests. Results: Teaching presence increased after the educational intervention; instructional design and organization, and aspect of direct facilitation subscales improved. Learning presence increased after the educational intervention; although cognitive presence did not change, emotional presence increased. With regard to emotional presence, perception and expression of one's emotional status increased, although emotional management did not change. Moreover, systems thinking increased. Among the subscales, team learning showed an increase after the educational intervention. However, there was no significant difference in proactivity in problem solving, although it showed an increase after the educational intervention. Conclusion: Based on the aforementioned study results, there is need to establish educational environments for qualitative teaching and learning presence, and devise strategies to increase learning effects with various teaching methods and type of content.

Development of a Mobile Application for Effective Mental Health Intervention

  • Mousab Issa Alhamada;Khairayu Badron
    • International Journal of Computer Science & Network Security
    • /
    • v.23 no.8
    • /
    • pp.33-39
    • /
    • 2023
  • The global surge in depression and anxiety, intensified by challenges such as cost and stigma, emphasizes the pressing need for accessible, evidence-based digital solutions. The research centers on the creation of a mobile application specifically designed to address mental health challenges. By integrating cognitive behavioral therapy techniques and features like appointment bookings and mindfulness feedback tools, the app is positioned to improve user outcomes. Utilizing platforms like React Native and React, combined with NestJS for enhanced backend security, the application adheres to the rigorous standards required for mental health interventions. Collaborative efforts with experts, notably the counseling unit of IIUM, ensure the app's alignment with contemporary best practices and research. Preliminary findings indicate a promising tool with the potential to address the global mental health treatment disparity.

Effects of Occupational Therapeutic Craft Activity on improvement cognitive function and hand function in acute patients with stroke (수공예 작업치료 프로그램 활동이 급성기 뇌졸중 환자의 손 기능에 미치는 효과)

  • Jang, Tae-Yong;Park, Bo-Ra;Yang, Yeong-Ae
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.5
    • /
    • pp.355-365
    • /
    • 2017
  • This study investigatedwhether occupational therapeutic craft activity improves cognitive function and hand function in patients with acute stroke, with the hope of providing clinically useful results for further studies. From March 2016 to November 2016, thirty acute patients with stroke at A general hospital and B rehabilitation hospital in Seoul and Gyeonggi-do, Korea were enrolled and randomly divided into two groups. One group was treated with occupational therapeutic craft activity,and the other general exercise. The subjects performed each activity for 30 minutestwice weekly, for four weeks. To test the effect of intervention, hand function was tested with the Box & Block Test and the Jebsen-Taylor Hand Function Test.Cognitive function measures were the NCSE and Trail-Making Test. Over the four weeks of treatment activities, in the occupational therapeutic craft activity group, hand function measures(p<.05) increased significantly,as did cognitive function measures(p<.05). This study shows that occupational therapeutic craft activity improves hand function and cognitive function effectively in patients with acute stroke. Occupational therapeutic craft activity programscan be based on this study to prepare intervention programs for further studies with acute stroke patients.

Starting Construction of Frailty Cohort for Elderly and Intervention Study

  • Won, Chang Won;Lee, Yunhwan;Choi, Jaekyung;Kim, Ki Woong;Park, Yongsoon;Park, Hyuntae;Oh, In-Hwan;Ga, Hyuk;Kim, Young Sun;Jang, Hak Chul;Korean Frailty Cohort and Intervention Study Group
    • Annals of Geriatric Medicine and Research
    • /
    • v.20 no.3
    • /
    • pp.114-117
    • /
    • 2016
  • A research project, the "Construction of Frailty Cohort for Elderly and Intervention Study," funded by the Ministry of Health and Welfare, has been ongoing since December 2015. The Korean Frailty and Aging Cohort Study (KFACS) aims to identify risk factors for adverse outcomes associated with frailty in community-dwelling older adults, as well as means of prevention. KFACS is a multicenter, longitudinal study, with the baseline survey being conducted in 2016-2017. The sample (n=3,000) consists of those aged 70-84 years, stratified by age and gender, recruited from urban and rural regions nationwide. An in-person interview and health examination are performed every 2 years. This project is also conducting many intervention studies. Project interventions focus on nutrition and exercise. The nutritional intervention study compares the effects of 1.2 g/kg versus 1.5 g/kg daily protein intake on sarcopenia and frailty in older Koreans. The exercise trial examines the effectiveness of an information and communication technology-based program in preventing or reducing frailty.

University Virtual Environment for Attention Enhancement

  • Kang, Dong-Ju;Kim, Sun-I.
    • Journal of Biomedical Engineering Research
    • /
    • v.23 no.2
    • /
    • pp.155-163
    • /
    • 2002
  • Attention Deficit Hyperactivity Disorder(ADHD) is a childhood syndrome characterized by short attention span. impulsiveness, and hyperactivity, which often leadㄴ to learning disabilities and various behavioral problems. For the treatment of ADHD, medication and cognitive-behavior therapy is applied in recent yearn Although psycho-stimulant medication has been widely used for many rears. current findings suggest that, as the sole treatment for ADHD, it is an inadequate form of intervention in that parents don't want their child to use drug and the effects are limited to the period in which the drugs are physiologically active. On the other hand, EEG biofeedback treatment studies for ADHD have reported promising results not only in significant reductions in hyperactive, inattentive, and disruptive behaviors, but also improvements in academic performance and IQ scores. However it is too boring for children to finish the whole treatment. The recent increase in computer usage in medicine and rehabilitation has changed the way health care is delivered. Virtual Reality technology provides specific stimuli that can be used in removing distractions and providing environments that get the subjects'attention and increasing their ability to concentrate. VR technology can hold a patient's attention for a longer period of time than other methods can, because VR is immersive, interactive and imaginal. Based on these aspects, we developed Attention Enhancement System (AES) using VR technology, EEG biofeedback, and cognitive training method for enhancing attention and made a clinical trial to people who have attention difficulty and behavioral problems.

The Effects of a Cognitive Stimulation Activity Program on the Mild Cognitive Impairment Elderly's Cognitive Function, Self-Efficacy, and Depression (인지자극 활동프로그램이 경도인지장애 노인의 인지기능, 자기효능감, 우울에 미치는 영향)

  • Bang, Ju-Hee;Bang, Yo-Soon;Son, Bo-Young;Oh, Eun-Ju
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.3
    • /
    • pp.231-248
    • /
    • 2019
  • The purpose of this study was to implement a cognitive stimulation activity program and examine its effects elderly people who is capable of daily life and community activities but suffering from per sistent cognitive decline on the elderly's cognitive function, self-efficacy, and depression. The purpose of this study was to help elderly people who is capable of daily life and community activities but suffering from persistent cognitive decline improve their ability to perform and adapt to activity-based tasks incorporating a variety of actions of different subdomains and difficulty levels, ac cording to their characteristics and cognitive levels. The aim of the program created was to systemati cally improve the subdomains of cognitive functions and eventually preventing these conditions develo ping into dementia in those affected. This study also enabled the subjects to improve their self-effica cy through newly gained positive perceptions and attitudes toward their own abilities by successfully expressing their experience or thoughts about circumstantially and relationally meaningful events and memories, and performing activities that promote sensory stimulations. The group activities conducted as part of the study helped the subjects reduce their symptoms of depression not only by expressing their thoughts and emotions, but also by encouraging empathy with, understanding of, and caring for others. Given that this study confirmed the potential of the cognitive stimulation program designed fo r it as a clinical intervention for elderly people with cognitive impairment, it is suggested as a useful preventive program for early stage dementia.

Application and Effects of VR-Based Biology Class Reflecting Characteristics of Virtual Reality (가상현실 특성을 반영한 VR 프로그램 기반 수업 적용 및 효과)

  • Choi, Seop;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
    • /
    • v.40 no.2
    • /
    • pp.203-216
    • /
    • 2020
  • The purpose of this study is to explore the effects of a VR(virtual reality)-based biology class on both the cognitive and affective domains by developing and applying a VR-based biology program for 6th-grade elementary school students. For this research, we developed a VR teaching material about 'digestion' reflecting virtual reality characteristics and one hundred five students in an elementary school in an urban area participated in this study and took three VR-based lessons. To examine the cognitive effects of a VR-based biology class, the study subjects were divided into two groups. The experimental group was composed of 50 individuals who participated in VR-based biology lessons, while 55 students of a control group learned through general lessons. We collected data using drawing tasks for measuring students' modeling performance level from these groups and analyzed the cognitive effect of VR-based instruction. We also recorded 21 interviews of students after the intervention, which were transcribed to verify the students' perception of cognitive and affective effects. The key results are as follows: First, we demonstrated the possibility of applying a VR program reflecting VR characteristics (manipulation, multi-sensory, and interaction). Second, we found out that a VR-based biology class significantly enhances higher levels of thinking (spatial, abstract, and reflective thinking). Third, we examined students' perceptions on this program and came to the conclusion that VR characteristics positively affected cognitive and affective domains. This study may be able to contribute to offering guidelines on how to apply VR-programs to future science education effectively.

Development of a Program for Anger Management Based on Self-efficacy in Patients with Breast Cancer (유방암 환자의 분노관리 자기효능감 증진 프로그램 개발)

  • Oh, Pok-Ja;Choi, Seung-Yi
    • Korean Journal of Adult Nursing
    • /
    • v.21 no.2
    • /
    • pp.199-211
    • /
    • 2009
  • Purpose: The purpose of this study was to develop a program for anger management based on self-efficacy. Methods: In this study, four types of approaches to enhance anger control were developed; 1) a role play for vicarious experiences; 2) an assertive training for anger expression; 3) a 30-minute long education program & a 20-minute long telephone call coaching for verbal persuasion; and 4) a booklet for anger management and self care behaviors. One group pretest-posttest design was used for evaluating the program. Study subjects were 6 cancer patients undergoing chemotherapy. The group were received a 4-week intervention, 60 ~ 90 minutes a day weekly, and measured the variables at baseline, 4 weeks later. Anger-in, anger-out, and anger-control were measured by STAXI-K. Data was analysed by Wilcoxon using SPSS/WIN 12.0 program. Anger situation was analysed according to primary anger-thoughts and secondary anger-thoughts based on cognitive theories of anger. Results: The program for anger management consisted of a role play, assertive training, education, telephone call coaching and a booklet. The program revealed significantly less Anger-in (Z = -1.997, p = .046), anger-out (Z = -2.207, p = .027). No difference, however, was found in anger control (Z= -1.826, p=.068). Conclusion: This evaluation suggested that more assertive training and longer intervention may be needed to maximize anger control.

  • PDF