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COMPARATIVE EFFECTS OF VIRTUAL REALITY AND FRENKEL’S EXERCISES ON BALANCE, GAIT AND QUALITY OF LIFE IN PATIENTS WITH STROKE

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Background: Stroke is a leading cause of disability and mortality worldwide, often resulting in significant motor deficits, including gait and balance impairments. Rehabilitation interventions, such as virtual reality and Frenkel’s exercises, are widely employed to improve motor function and quality of life in stroke patients. These techniques focus on enhancing neuromuscular control, coordination, and functional independence during the recovery process. Despite their established benefits, direct comparative evidence between these two modalities remains limited. Objective: To compare the effects of virtual reality and Frenkel’s exercises on balance, gait, and quality of life in stroke patients. Methods: A randomized clinical trial was conducted at the outpatient department of Islam Central Hospital, Sialkot, with a sample of 36 stroke patients selected through non-probability convenience sampling. Participants were randomly divided into two groups: Group A (virtual reality) and Group B (Frenkel’s exercises), each comprising 18 participants. Balance, gait, and quality of life were evaluated using the Berg Balance Scale (BBS), Timed-Up and Go (TUG) test, and Stroke-Specific Quality of Life (SS-QOL) assessment, respectively. Each intervention was administered three times weekly for 30 minutes per session over six weeks. Data normality was assessed, and parametric tests, including paired and independent sample t-tests, were used for statistical analysis. A p-value of <0.05 was considered significant. Results: Group A showed a significant improvement in BBS scores (35.81 ± 4.34 to 45.38 ± 3.32, p < 0.001) and SS-QOL scores (124.56 ± 19.59 to 209.06 ± 10.18, p < 0.001). Group B also demonstrated significant improvements, with BBS scores increasing from 35.50 ± 4.38 to 41.94 ± 2.64 (p < 0.001) and SS-QOL scores rising from 129.94 ± 17.19 to 188.94 ± 11.17 (p < 0.001). TUG test results revealed greater improvement in Group B (21.69 ± 2.89 to 13.81 ± 2.56, p < 0.001) compared to Group A (21.69 ± 2.77 to 16.69 ± 2.63, p < 0.001). Between-group analysis demonstrated that virtual reality was superior for balance and quality of life (BBS: p = 0.003; SS-QOL: p < 0.001), while Frenkel’s exercises showed a greater effect on gait (TUG: p = 0.004). Conclusion: Virtual reality training significantly improved balance and quality of life in stroke patients, whereas Frenkel’s exercises were more effective in enhancing gait. These findings highlight the complementary benefits of both modalities in stroke rehabilitation, providing valuable insight for individualized patient care.
Title: COMPARATIVE EFFECTS OF VIRTUAL REALITY AND FRENKEL’S EXERCISES ON BALANCE, GAIT AND QUALITY OF LIFE IN PATIENTS WITH STROKE
Description:
Background: Stroke is a leading cause of disability and mortality worldwide, often resulting in significant motor deficits, including gait and balance impairments.
Rehabilitation interventions, such as virtual reality and Frenkel’s exercises, are widely employed to improve motor function and quality of life in stroke patients.
These techniques focus on enhancing neuromuscular control, coordination, and functional independence during the recovery process.
Despite their established benefits, direct comparative evidence between these two modalities remains limited.
Objective: To compare the effects of virtual reality and Frenkel’s exercises on balance, gait, and quality of life in stroke patients.
Methods: A randomized clinical trial was conducted at the outpatient department of Islam Central Hospital, Sialkot, with a sample of 36 stroke patients selected through non-probability convenience sampling.
Participants were randomly divided into two groups: Group A (virtual reality) and Group B (Frenkel’s exercises), each comprising 18 participants.
Balance, gait, and quality of life were evaluated using the Berg Balance Scale (BBS), Timed-Up and Go (TUG) test, and Stroke-Specific Quality of Life (SS-QOL) assessment, respectively.
Each intervention was administered three times weekly for 30 minutes per session over six weeks.
Data normality was assessed, and parametric tests, including paired and independent sample t-tests, were used for statistical analysis.
A p-value of <0.
05 was considered significant.
Results: Group A showed a significant improvement in BBS scores (35.
81 ± 4.
34 to 45.
38 ± 3.
32, p < 0.
001) and SS-QOL scores (124.
56 ± 19.
59 to 209.
06 ± 10.
18, p < 0.
001).
Group B also demonstrated significant improvements, with BBS scores increasing from 35.
50 ± 4.
38 to 41.
94 ± 2.
64 (p < 0.
001) and SS-QOL scores rising from 129.
94 ± 17.
19 to 188.
94 ± 11.
17 (p < 0.
001).
TUG test results revealed greater improvement in Group B (21.
69 ± 2.
89 to 13.
81 ± 2.
56, p < 0.
001) compared to Group A (21.
69 ± 2.
77 to 16.
69 ± 2.
63, p < 0.
001).
Between-group analysis demonstrated that virtual reality was superior for balance and quality of life (BBS: p = 0.
003; SS-QOL: p < 0.
001), while Frenkel’s exercises showed a greater effect on gait (TUG: p = 0.
004).
Conclusion: Virtual reality training significantly improved balance and quality of life in stroke patients, whereas Frenkel’s exercises were more effective in enhancing gait.
These findings highlight the complementary benefits of both modalities in stroke rehabilitation, providing valuable insight for individualized patient care.

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