Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

THE EFFECT OF BOSU, KANGOO JUMP, NINTENDO-Wii BALANCE BOARD TRAININGS ON AGILITY IN HEARING IMPAIRED SEDENTARY

View through CrossRef
In this study, it was aimed to determine the effect of different balance training on the agility variables of hearing impaired female sedentaries. 51 hearing impaired female students between the ages of 14-22 were included. We have created training groups who hearing impairment close to each others. Nintendo-wii, (n=13), Bosu (n=13), Kangoo Jumps (n=15) and control group (n=10). The training groups received 60 minutes of training for 2 days a week for 8 weeks. The control group, on the other hand, continued its daily education programs by not participating in any activities. Hexagonal Obstacle Test ’was used to measure agility score. Arithmetic mean and standard deviation values were determined in order to define the age, height, weight and hearing impairment levels of the participants. Kruskal-Wallis test was used to examine whether there was a significant difference between the pre-test measurements of the groups, and Wilcoxon signed rank test was used to observe the change between pre-test and post-test measurements. The dynamic balance pre-test and post-test values of all groups were compared by means of two-way analysis of variance for repeated measures. End of the 8-week training programs, the agility scores of the Nintendo-Wii, Kangoo Jumps and Bosu groups were found to be significantly different in favor of the post-test between the pre-test and post-test mean scores. To conclude effect size we used Eta square test. As a result of this, training with the Bosu ball was found to improve agility values, but not as much effect size as Nintendo and Kangoo Jump shoes. We recommend the use of these equipment that improve agility skills in individuals with hearing impairment, but it is thought that better results will be obtained if longer training programs are implemented.
Title: THE EFFECT OF BOSU, KANGOO JUMP, NINTENDO-Wii BALANCE BOARD TRAININGS ON AGILITY IN HEARING IMPAIRED SEDENTARY
Description:
In this study, it was aimed to determine the effect of different balance training on the agility variables of hearing impaired female sedentaries.
51 hearing impaired female students between the ages of 14-22 were included.
We have created training groups who hearing impairment close to each others.
Nintendo-wii, (n=13), Bosu (n=13), Kangoo Jumps (n=15) and control group (n=10).
The training groups received 60 minutes of training for 2 days a week for 8 weeks.
The control group, on the other hand, continued its daily education programs by not participating in any activities.
Hexagonal Obstacle Test ’was used to measure agility score.
Arithmetic mean and standard deviation values were determined in order to define the age, height, weight and hearing impairment levels of the participants.
Kruskal-Wallis test was used to examine whether there was a significant difference between the pre-test measurements of the groups, and Wilcoxon signed rank test was used to observe the change between pre-test and post-test measurements.
The dynamic balance pre-test and post-test values of all groups were compared by means of two-way analysis of variance for repeated measures.
End of the 8-week training programs, the agility scores of the Nintendo-Wii, Kangoo Jumps and Bosu groups were found to be significantly different in favor of the post-test between the pre-test and post-test mean scores.
To conclude effect size we used Eta square test.
As a result of this, training with the Bosu ball was found to improve agility values, but not as much effect size as Nintendo and Kangoo Jump shoes.
We recommend the use of these equipment that improve agility skills in individuals with hearing impairment, but it is thought that better results will be obtained if longer training programs are implemented.

Related Results

In A Quest to Solve Information System Agility Problems : A SaaS Experience
In A Quest to Solve Information System Agility Problems : A SaaS Experience
<p>Change is endemic in modern business competition. In an age of globalisation, with the rapid development of information technologies (IT), changes occur at a much faster p...
Pengaruh metode latihan dan agility terhadap keterampilan sepakbola
Pengaruh metode latihan dan agility terhadap keterampilan sepakbola
Penelitian ini bertujuan untuk mengetahui perbedaan pengaruh metode latihan drill dan small sided games terhadap keterampilan sepakbola, perbedaan keterampilan sepakbola siswa agil...
Nintendo Ring Fit Adventure improves balance ability in sedentary young adults
Nintendo Ring Fit Adventure improves balance ability in sedentary young adults
IntroductionExercising with a game console is a novel type of exercise. One game that is currently popular is Nintendo Ring Fit Adventure, but its impact on balancing ability in yo...
Do Farmers Demand Innovative Financial Products? A Case Study in Cambodia
Do Farmers Demand Innovative Financial Products? A Case Study in Cambodia
This study examines Cambodian farmers’ demand for weather index insurance (WII), an innovative financial product, for managing climate change-related risks. Rice and cassava farmer...
The validity and reliability of the “My Jump App” for measuring jump height of the elderly
The validity and reliability of the “My Jump App” for measuring jump height of the elderly
Background The ability to jump has been related to muscle strength and power, speed and amplitude of the lower limbs movements, and specifically for the elderly, the vertical jump ...
The Impact of BOSU Ball Training on Balance Performance among Elite Volleyball Players: An Experimental Study
The Impact of BOSU Ball Training on Balance Performance among Elite Volleyball Players: An Experimental Study
The aim of this study was to examine the effects of BOSU ball exercises on balance performance in elite volleyball players. A total of 36 elite athletes (20 male, 16 female) compet...
Analysis of static balance in a patient with parkinson’s disease after using Nintendo Wii Fit® games: a case study
Analysis of static balance in a patient with parkinson’s disease after using Nintendo Wii Fit® games: a case study
Introduction: Parkinson’s disease (PD) is characterized by involuntary tremors, weakness, festive gait, due to impaired balance, and neuropsychiatric disorders. Baropodometer and s...
Flexibility and agility: evolution and relationship
Flexibility and agility: evolution and relationship
PurposeThe purpose of this paper is to clarify the confusion between flexibility and agility. The paper traces the evolution of agility and the evolution of flexibility over time, ...

Back to Top