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In this episode, we explore using technology in your clinical practice in a really practical and realistic way with Dr. Kelly Bower who completed her PhD in technology use in rehabilitation. Join us as we discuss Wii, Kinect, newer rehab-specific devices, the evidence base, barriers & facilitators in the clinic and what patients get out of tech - be ready for some surprises here! Kelly also shares her journey through PhD to educator & researcher whilst remaining a clinician. Her story will help others searching for a similar path.
Intro - 3.56
Career pathway - 6.12
Phd research - Wii balance board as Ax & intervention - 11.23
Using Wii balance board as a force platform or as a clinical OM - 16.01
The motivation of tech for both intervention and tracking progress - 20.00
What is it about tech that is interesting? - 21.24
What are the limitations? - 24.23
Linking use of tech to goals - a tailored intervention - 25.22
Evidence base variability - 26.40
Clinicians' thoughts on tech - 31.45
Advice for addressing barriers - 34.20
Best devices? - 35.49
Kelly developing a video game - 39.00
Emerging tech rehab devices - 46.54
How Kelly balances her workload (pun intended!) - 49.40
Links
Resources to support selection and clinical implementation:
Website on using the Kinect in rehabilitation
A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality
Papers and References
Clinical feasibility of the Nintendo Wii™ for balance training post-stroke:
Clinical feasibility of interactive motion-controlled games for stroke rehabilitation
What factors influence clinicians’ use of technology in neurorehabilitation?
Quiet standing postural control variables in subacute stroke
& so much moreListen on: Apple Podcasts Spotify
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