《中国康复理论与实践》 ›› 2024, Vol. 30 ›› Issue (5): 497-504.doi: 10.3969/j.issn.1006-9771.2024.05.001

• 专题 数字赋能康复 • 上一篇    下一篇

数字赋能技术促进智力与发展性残疾儿童身体活动和健康的系统综述

魏晓微()   

  1. 贵州师范大学体育学院,贵州贵阳市 550001
  • 收稿日期:2024-04-22 修回日期:2024-04-25 出版日期:2024-05-25 发布日期:2024-06-12
  • 通讯作者: 魏晓微, E-mail: weixiaowei1983@hotmail.com
  • 作者简介:魏晓微(1983-),女,汉族,吉林吉林市人,博士,副教授,硕士生导师,主要研究方向:体育心理学、锻炼心理学、体育与健康促进、适应体育、残疾人体育、体育与健康政策。
  • 基金资助:
    贵州省教育规划课题(2022B08)

Effect of digital empowerment techniques on physical activity and health for children with intellectual and developmental disabilities: a systematic review

WEI Xiaowei()   

  1. College of Physical Education, Guizhou Normal University, Guiyang, Guizhou 550001, China
  • Received:2024-04-22 Revised:2024-04-25 Published:2024-05-25 Online:2024-06-12
  • Contact: WEI Xiaowei, E-mail: weixiaowei1983@hotmail.com
  • Supported by:
    Guizhou Education Planning(2022B08)

摘要:

目的 系统综述数字赋能技术(DET)促进智力与发展性残疾(IDD)儿童身体活动和健康的效益。

方法 从PubMed、Embase、Web of Science、PsycINFO和中国知网中,检索2014年至2023年DET在IDD儿童身体活动中的应用相关文献,对文献进行质量评价,对高质量随机对照研究(RCT)进行系统综述。

结果 最终纳入8项RCT,来自中国、美国、意大利、韩国4个国家,涉及376例儿童,主要来源于智力残疾应用、发展性残疾研究、临床医学等领域期刊。发表时间主要集中在2018年至2023年。研究对象年龄7~18岁,涵盖智力残疾(包括唐氏综合征)、孤独症和其他发展性残疾。采用的技术包括可穿戴技术、移动健康指导和监测的云计算技术、虚拟现实和增强现实,以及动感游戏技术,设备包括主动视频游戏、Fitbit智能设备、Wii Fit平衡游戏、Stepmania节奏视频游戏、Xbox Kinect系统、VZFit传感器和CoTras认知康复电脑游戏等,虚拟身体活动包括拳击、田径、保龄球、乒乓球、沙滩排球、足球、棒球、滑雪、网球、高尔夫、飞镖、美式足球、射击、跳跃、慢跑和跳绳等。干预频率为每次20~45 min,每周1~5次,持续4~12周;在家庭、特殊教育学校和康复机构中进行。健康效益主要体现在提高身体活动水平、改善身体功能,以及提高运动功能和日常生活活动能力。

结论 将DET应用到身体活动领域,能提高IDD儿童在虚拟环境下、学校、社区以及康复机构中的身体活动参与水平,改善上下肢活动功能、粗大运动功能和肌肉力量,提高静态平衡功能、运动协调和感觉运动功能,减少久坐行为发生,提升认知、日常生活活动能力和社交能力。

关键词: 智力与发展性残疾, 儿童, 青少年, 数字赋能技术, 身体活动, 系统综述

Abstract:

Objective To systematically review the benefits of digital empowerment technologies (DET) in promoting physical activity and health among children with intellectual and developmental disabilities (IDD).

Methods Literature was retrieved from PubMed, Embase, Web of Science, PsycINFO and CNKI, for randomized controlled trials (RCT) published from 2014 to 2023 on the application of DET in physical activity among children with IDD. The quality was assessed, and high-quality RCT was systematically reviewed.

Results Eight high-quality RCT were included, originating from four countries, namely China, the United States, Italy and South Korea, with 376 children with IDD, main published in the journals about intellectual disability applications, developmental disability research and clinical medicine, from 2018 to 2023. The children aged seven to 18 years, suffered from intellectual disabilities (including Down syndrome), autism and other developmental disabilities. The technologies could be summarized in wearable technology, cloud computing guided and monitored by mobile health, virtual reality and augmented reality, and active video gaming technologies. The devices involved active video games, Fitbit smart devices, Wii Fit balance games, Stepmania rhythm video games, Xbox Kinect system, VZFit sensors and CoTras cognitive rehabilitation computer games. The virtual physical activities included boxing, track and field, bowling, table tennis, beach volleyball, football, baseball, skiing, tennis, golf, darts, American football, shooting, jumping, jogging and jump rope; 20 to 45 minutes a time, one to five times a week, for four to twelve weeks. The interventions could be conducted in homes, special education schools and rehabilitation institutions. The health benefits mainly reflected in improved levels of physical activity, enhanced motor function and increased motor and daily life capacity.

Conclusion Application of DET in physical activity may increase the participation of children with IDD in virtual environments, schools, communities and rehabilitation institutions; improve upper and lower limb motor function, gross motor function, and muscle strength; enhance static balance, motor coordination and sensorimotor function; reduce the sedentary behavior; and improve cognitive, daily living skills and social abilities.

Key words: intellectual and developmental disabilities, children, adolescents, digital empowerment technology, physical activity, systematic review

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