Background: Many patients suffering from post-acute COVID-19 syndrome must deal with fatigue. They need physical and psychological support, strengthening, and adaption of their individual lifestyle. The use of apps can foster fatigue management. Objectives: The aim of this study was to analyse experiences of patients with fatigue caused by post-acute COVID-19 syndrome after using Untire for more than two weeks. Methods: A qualitative research design was chosen to identify user-experience after using the app. Seven semi-structured interviews were conducted and qualitative content analysis according to Mayring was applied. Results: The Untire App was generally perceived as being easy to use. Patients judged the Untire App as supportive in most of the features, especially in energy measurement and relaxation exercises. Conclusion: Thus, though developed for cancer patients, this mobile health (mHealth) application is with some restrictions also suitable for patients with post-acute COVID-19 syndrome.
Introduction: This study was conducted in order to identify differences in motor abilities and coping in children with and without developmental coordination disorder. The study also discusses the relationship between coping and motor abilities. Method: A cross-sectional design with two independent groups was chosen to identify the differences. The Movement Assessment Battery for Children — second edition (Henderson et al 2007) was used to assess motor skills. Coping was evaluated with the Coping Inventory observation form (Adaptive Behaviour Index) (Zeitlin 1985). Results: Univariate analysis of variance (ANOVA) and multivariate analysis of variance (MANOVA) showed significant differences between the motor abilities and coping efforts of children with and without developmental coordination disorder. Calculations using Pearson's correlation coefficient showed a significant correlation between coping and motor competences. In the overall model, boys and children with lower coping efforts were found more likely to be participants in the group with development coordination disorder. Conclusion: Children with coordination problems differ from typically developing children in their motor and coping abilities when rated by their parents. This highlights the importance of paying attention to the coping strategies and resources of children with developmental coordination disorder during therapy.
Zusammenfassung ! Einleitung: Beobachtungen aus der ergotherapeutischen Praxis zeigen, dass Kinder mit gering entwickelter Spielfähigkeit oft Schwierigkeiten mit der Bewältigung ihres Alltags habenim Besonderen mit angepasstem Verhalten. Spiel und Coping wurden für sich jeweils schon oft untersucht, ihr direkter Zusammenhang aber selten. Die hier vorgestellte Studie widmete sich der Frage, ob die Spielfähigkeit von Kindergartenkindern mit ihrer Effektivität im Coping in Zusammenhang steht und welche Schlussfolgerungen daraus für die Praxis gezogen werden können. Methode: Es wurde an 22 Kindern eines Kindergartens eine Querschnittstudie mit einer quantitativen Methode der Datengewinnung durchgeführt. Zur Erhebung der Spielfähigkeit wurde zunächst der Test of Playfulness nach A. Bundy eingesetzt. Anhand der Ergebnisse wurden zwei Extremgruppen bezüglich der Spielfähigkeit gebildet: eine Gruppe von 11 Kindern mit hohen Testwerten, eine aus Kindern mit niedrigen Scores. Die teilnehmenden Kinder wurden den Gruppen nach Alter, Geschlecht und Herkunft im Sinne eines Matching zugeteilt. Anschließend wurden die Kindergartenpädagoginnen anhand des Coping Inventory nach Zeitlin befragt. Die Auswertung wurde verblindet durchgeführt, die Ergebnisse durch Korrelationsanalysen nach Pearson und den t-Test ermittelt. Ergebnisse: Eine hochsignifikante Korrelation (r = .871; p < .001) zwischen der Spielfähigkeit und der Effektivität des Coping konnte gefunden werden. Die einzelnen Kategorien des Test of Playfulness korrelierten signifikant mit den einzelnen Kategorien des Coping Inventory. Schlussfolgerung: Die genannte hohe Korrelation legt nahe, dass Spiel auch zur Verbesserung der Effektivität des Coping und somit für ein besseres Zurechtkommen im Alltag eingesetzt werden kann.
Acquired brain injury, mostly caused by stroke, is one main cause for adult disability, often involving cognitive impairment. Neuro-rehabilitation aims at treating these impairments by maximizing the effect of brain plasticity and functional reorganization. Specific exercises help patients to regain skills that have temporarily been lost. Yet, conventional training can involve disadvantages, e.g., the setup of an individual training environment causes a lot of effort, the computation of statistics is time-consuming and must be done by therapists manually, and it is usually not possible to discreetly adapt the level of difficulty of an exercise. Further, software solutions for desktop PCs often do not lead to the desirable results because they are too distinct from the conventional therapy setting. The fun.tast.tisch. project introduces a tabletop-based training system for the application in neuro-rehabilitation. This system should not only come close to the conventional setting but also overcome problems involved in existing solutions. The paper introduces the project, describes its first module Tangram, and summarizes the results of a small-scale study conducted to evaluate the module with the help of therapists and patients at an early stage of development.
Acquired brain injury, mostly caused by stroke, is one main cause for adult disability, often involving cognitive impairment. Neuro-rehabilitation aims at treating these impairments by maximizing the effect of brain plasticity and functional reorganization. Specific exercises help patients to regain skills that have temporarily been lost. Yet, conventional training can involve disadvantages, e.g., the setup of an individual training environment causes a lot of effort, the computation of statistics is time-consuming and must be done by therapists manually, and it is usually not possible to discreetly adapt the level of difficulty of an exercise. Further, software solutions for desktop PCs often do not lead to the desirable results because they are too distinct from the conventional therapy setting. The fun.tast.tisch. project introduces a tabletop-based training system for the application in neuro-rehabilitation. This system should not only come close to the conventional setting but also overcome problems involved in existing solutions.
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