Aims: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP).
Methods: 20 girls with SHCP (mean age =9.4; SD =1.
Purpose: The purpose of this study was to investigate the training effects of Virtual Reality (VR) intervention program on reaction time in children with cerebral palsy.
Methods: Thirty boys ranging from 7 to 12 years (mean = 11.20; SD = .
The authors propose a practice-specificity-based model of arousal for achieving peak performance. The study included 37 healthy male physical education students whom they randomly assigned to a high-arousal (n = 19) or low-arousal group (n = 18). To manipulate participants' level of arousal, the authors used motivational techniques.
View Article and Find Full Text PDF