Differences in the dynamic balance function of healthy elementary school students and university students observed with and without the use of a sensor-integrated gamification application
The sensor-integrated gamification application effectively increased task difficulty for healthy elementary school students by encouraging slower movements, leading to decreased dynamic balance function. This effect was not observed among university students. These findings suggest that sensor games may be valuable because they can appropriately adjust the difficulty level of balance exercises among elementary school students in rehabilitation settings.
Authors
- Kanako Nakamura
- Yasuaki Kusumoto (ORCID: https://orcid.org/0000-0002-6730-4848)
- Satoko Ohmatsu (ORCID: https://orcid.org/0000-0002-8053-2060)
- Eri Takahashi
Institutions
- Fukushima Medical University (JP)
- Fujirebio (Japan) (JP)
Publication Details
- Journal
- Frontiers in Rehabilitation Sciences
- Published
- 2025-11-12
- DOI
- https://doi.org/10.3389/fresc.2025.1680457
- Citations
- 1
- Primary Topic
- Children's Physical and Motor Development
- Type
- article
- Field-Weighted Citation Impact
- 3.44