感觉刺激结合体感互动游戏在老年痴呆患者照护中的应用价值
Application value of sensory irritation combined with synesthesia interactive games in the care for senile dementia patients
摘要目的:探究感觉刺激结合体感互动游戏在老年痴呆患者照护中的应用价值。方法:选取2018年6月至2019年6月期间收入本院治疗的94例老年痴呆患者为研究对象,采用随机数字表法分为对照组与观察组,各47例。对照组男24例、女23例,年龄(72.65±7.19)岁;观察组男20例、女27例,年龄(71.74±6.88)岁。对照组实施常规护理,观察组在此基础上实施感觉刺激结合体感互动游戏训练。实施干预12周后,观察两组患者的认知功能以及徘徊行为改变情况。结果:实施干预12周后,观察组的视空间与执行功能[(2.01±0.44)分比(1.67±0.36)分]、命名[(3.18±0.37)分比(2.81±0.36)分]、注意[(2.34±0.29)分比(2.03±0.31)分]、言语[(3.17±0.34)分比(2.87±0.35)分]、抽象[(3.19±0.41)分比(2.85±0.37)分]、延迟回忆[(2.38±0.29)分比(2.01±0.30)分]、定向评分[(2.87±0.31)分比(2.51±0.35)分]及总评分[(28.21±2.17)分比(25.32±2.45)分]均高于对照组,组间比较差异均有统计学意义(均 P<0.001);且观察组的持续行走[(2.87±0.14)分比(3.19±0.25)分]、逃跑行为[(2.67±0.56)分比(3.41±0.38)分]、空间迷失方向感评分[(2.64±0.38)分比(3.05±0.41)分]均低于对照组,组间比较差异均有统计学意义(均 P<0.001)。 结论:感觉刺激结合体感互动游戏可改善老年痴呆患者的认知功能,减少徘徊行为,是保证患者的安全、提高其生活质量的有效途径,值得临床推广。
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abstractsObjective:To explore the application value of sensory irritation combined with synesthesia interactive games in the care for senile dementia patients.Methods:A total of 94 cases of senile dementia patients admitted to our hospital from June 2018 to June 2019 were selected as the research objects. They were divided into a control group and an observation group by the random number table method, with 47 cases in each group. In the control group, there were 24 males and 23 females, with an age of (72.65±7.19) years old. In the observation group, there were 20 males and 27 females, with an age of (71.74±6.88) years old. The control group was given routine nursing, and the observation group was given sensory irritation and synesthesia interactive games. After 12 weeks of intervention, the cognitive functions and wandering behaviors of patients in the two groups were observed.Results:After 12 weeks of intervention, the scores of visual space and executive function, nomenclature, attention, speech, abstract, delayed recall, and orientation, and the total score in the observation group were higher than those in the control group [(2.01±0.44) points vs.(1.67±0.36) points, (3.18±0.37) points vs.(2.81±0.36) points, (2.34±0.29) points vs.(2.03±0.31) points, (3.17±0.34) points vs.(2.87±0.35) points, (3.19±0.41) points vs.(2.85±0.37) points, (2.38±0.29) points vs.(2.01±0.30) points, (2.87±0.31) points vs.(2.51±0.35) points, (28.21±2.17) points vs.(25.32±2.45) points], with statistically significant differences between the two groups (all P<0.001); the scores of continuous walking, escape, and spatial disorientation in the observation group were lower than those in the control group [(2.87±0.14) points vs.(3.19±0.25) points, (2.67±0.56) points vs.(3.41±0.38) points, (2.64±0.38) points vs.(3.05±0.41) points], with statistically significant differences between the two groups (all P<0.001). Conclusion:The combination of sensory irritation and synesthesia interactive games can improve the cognitive function of senile dementia patients, reduce the wandering behavior, and is an effective way to ensure their safety and improve their quality of life, which is worthy of clinical promotion.
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