Scholarly Journals--Published

  • Rendon A A, Lohman E B, Thorpe D, Johnson E G, Medina E, & Bradley B. (2012). The effect of virtual reality gaming on dynamic balance in older adults. Age and Ageing, 41(4), 549-552. Aim: this study compared a virtual reality group (VRG) and a control group (CG). Design: randomised controlled 6-week intervention with pre- and post-test evaluations. Setting: outpatient geriatric orthopaedic and balance physical therapy clinic. Population: forty participants were randomised into two groups. Method: the VRG received three different Nintendo (R) Wii FIT balance interventions three times per week for 6 weeks and the CG received no intervention. Results: compared with the CG, post-intervention measurements showed significant improvements for the VRG in the 8-foot Up & Go test [median decrease of 1.0 versus -0.2 s, (P = 0.038) and the Activities-specific Balance Confidence Scale (6.9 versus 1.3%) (P = 0.038)]. Conclusion: virtual reality gaming provides clinicians with a useful tool for improving dynamic balance and balance confidence in older adults. (07/2012) (link)
  • Johnson EJ, Bradley BD, The Effect of Static Stretching on the Calf Muscle Unit Range of Motion in the Elderly, Journal of Geriatric Physical Therapy, July 2007 (07/2007 - 07/2008)