Araştırma Makalesi
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Support to Physical Therapy with Digital Art Education Applications: Example of Gazi Hospital

Yıl 2021, Cilt: 2 Sayı: 2, 1 - 17, 25.06.2021

Öz

In this study, the effects of interior design, enriched with digital art practice, on the treatment, daily life and visual arts education achievements of physically disabled children aged 4-8 years cared in Gazi Hospital Physical Therapy and Rehabilitation Polyclinic Outpatient Physical Theraphy Pediatric Unit were examined. In the research, Quantitative data were obtained through the stopwatch and skill analysis registration forms related to the games created for the application, and qualitative data were obtained through the interview form applied to healthcare professionals, parents and children. On the other hand, qualitative data were obtained with the interview form which applied to healthcare professionals, parents and children. In the study, when the speed-based performances of the participants in the last session compared to the first session were evaluated, it was observed that they gained the lowest 7 seconds and the highest 108 seconds speed/performance in completing the games. When their colour and shape knowledge gains in the games developed for the interactive screen in the application part of the research evaluated in the process. Except for two students, it was concluded that while the forms of assistance received by the other four participants were physical assistance in the first session, they became independent in the last session. When the views of health professionals (physiotherapists) and parents regarding the developmental contribution of the applications created for support (therapy) treatment through visual arts are evaluated, it was concluded that the attractiveness/effectiveness of the place and the acquisition of color and shape knowledge, communication and social skills and daily life skills contribute to the development of the children.

Kaynakça

  • Adde, L., Helbostad, J., Jensenius, A., Taraldsen, G., Grunewaldt, K. H., Stoen, R. (2010). Early prediction of cerebral palsy by computer-based video analysis of general movements: a feasibility study. Journal of Developmental Medicine & Neurology, 52 (1), 773-778.
  • Ayres, K. M., Langone, J. (2008). Video supports for teaching students with developmental disabilities and autism: twenty-five years of research and development. Journal of Special Education Technology, 23 (3), 1-66.
  • Ayres, K. M., Langone, J., Boon, R. T., Norman, A. (2006). Computer-based instruction for purchasing skills. Journal of Education and Training in Developmental Disabilities, 41 (3), 253-263. Berg, B. L., Lune, H. Çeviri Editörü: Arı, A. (2019). Sosyal bilimlerde nitel araştırma yöntemleri. Konya: Eğitim.
  • Biddiss, E., Irwin, J. (2010). Active video games to promote physical activity in children and youth. Journals jama pediatrics article, 164 (7), 664-672.
  • Bonnechere, B., Omelina, L., Jansen, B., Van Sint Jan, S. (2017). Balance improvement after physical therapy training using specially developed serious games for cerebral palsy children: preliminary results. Journal of Disability and Rehabilitation, 39 (4), 403-406.
  • Büyüköztürk, Ş., Çakmak K. E., Akgün, Ö.E., Karadeniz, Ş. ve Demirel, F. (2017). Bilimsel araştırma yöntemleri (23. Baskı). Ankara: Pegem Akademi.
  • Cannella-Malone, H. I. , Sigafoos, J. , O’Reilly, M., de la Cruz, B. , Edrisinha, C. , Lancioni, G.E. (2006). Comparing video prompting to video modeling for teaching daily living skills to six adults with developmental disabilities. Education and Training in Developmental Disabilities, 41, 344-356.
  • Cho, B., Ku, J., Pyojang, D., Kim, S., Lee, Y.H., Kim, I.Y., (2002). The effect of virtual reality cognitive training for attention enhancement. Journal of CyberPsychology and Behaviour, 5 (2), 129–137.
  • Creswell, J. W. (2012). Educational research: planning, conducting, and evaluating quantitative and qalitative research. New York: Pearson Education.
  • Duran, L. J., Fisher A. G. (1996). Male and female performance on the assessment of motor and process skills. Archives of Physical Medicine and Rehabilitation, 77 (10), 1019-1024.
  • Gao, Z., Hannan, P., Xiang, P., Stodden, D. F., Valdez, V. E. (2012). Video game-based exercise, latino children’s physical health, and academic achievement. American Journal of Preventive Medicine, 44 (3), 240-246.
  • Hashim, H. (2018). Application of technology in the digital era education. Nationally Accredited in SINTA 3 by The Ministry of Research, Technology and Higher Education, 2 (1), 1-12.
  • Hasselbring, T. S., Glaser, C. H. (2000). Use of computer technology to help students with special needs. Journal The Future of Children, 10, 102–122.
  • Jaklevic, M. C. (2020). Watch your medicine: video game therapy for children with adhd. Journal of the American Medical Association, 324 (3), 224.
  • Jin Young, K., Dae Hyun, J., Jung Hwan, L., Mi Jung, P., Hee Jin, T., In Young, S. (2006). The effects of ıntegrative art therapy on social competence and hand function of children with cerebral palsy. Journal of the Korean Academy of Rehabilitation Medicine, 30 (4), 328-332.
  • Kaptan, Saim. (1993). Bilimsel araştırma teknikleri ve istatistik yöntemleri. Ankara: Tekışık.
  • Kelly, L. E., Taliaferro, A., Krause, J. (2012). Does computerbased motor skill assessment training transfer to live assessing?, Research Quarterly for Exercise and Sport, 83 (3), 400-406.
  • Lidström, H., Almqvist, L., Hemmingsson, H. (2011). Computer-based assistive technology device for use by children with pyysical disabilities: a cross-sectional study. Journal Disability and Rehabilitation: Assistive Technology, 7 (4), 287-293.
  • Maddison, R., Mhurchu, C.N., Jull, A., Jiang, Y., Prapavessis, H., Rodgers, A. (2007). Energy expended playing video console games: an opportunity to increase children's physical activity? Journal of Pediatric Exercise Science, 19 (3), 334-343.
  • Merriam, S. B. (2013). Nitel araştırma desen ve uygulama için bir rehber. (Çev.Editörü: Selahattin Turan). Ankara: Nobel.
  • Murchland, S., Parkyn, H. (2010). Using assistive technology for schoolwork: the experience of children with physical disabilities. Journal of Disability Rehability Assistion Technology, 5, 438–447.
  • Olphert, W., Damodaran, L., Balatsoukas, P., Parkinson, C. (2009). Process requirements for building sustainable digital assistive technology for older people. Journal of Assistive Technologies, 3 (3), 4-13.
  • Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Journal Computers & Education, 53 (3), 603-622. Roland, C. (2010) Preparing art teachers to teach in a new digital landscape. Journal of Art Education, 63 (1), 17-24, DOI: 10.1080/00043125.2010.11519049
  • Sajan, J. E., Ann John, J., Grace, P., Sabu, S. S., Tharion, G. (2017). Wii-based interactive video games as a supplement to conventional therapy for rehabilitation of children with cerebral palsy: A pilot, randomized controlled trial. Journal of Developmental Neurorehabilitation, 20 (6), 361-367.
  • Salderay, B. (2010). Görsel sanatlar ve tedavi (Terapi). Sanat ve Tasarım Dergisi , 1 (6) , 133-145 .
  • Salderay, B. (2018). Hastane ortamında iyileştirme sürecine katkı sağlayan disiplinler arası bir tasarım: kemali hoca’nın gökyüzü odası projesi. The Journal of International Lingual Social and Educational Sciences, 4 (2), 263-276.
  • Salderay, B., Gönülay Çalımlı, Z. (2019). Sağlık çalışanlarının görüşlerine göre hastane ortamlarında yer alan sanatsal fiziki öğeler ve düzenlemelerin incelenmesi. Gazi Üniversitesi Eğitim Bilimleri Enstitüsü Eğitim ve Toplum Araştırmaları (JRES) Dergisi, 6 (2), 264-286.
  • Salminen A. (2008). European research related to assistve technology for disabled children. Journal of Technology and Disability, 20 (3), 173–178.
  • Sandlund, M., Lindh Waterworth, E., Hager, C. (2011). Using motion ınteractive games to promote physical activity and enhance motor performance in children with cerebral palsy. Journal of Developmental Neurorehabilitation, 14 (1), 15-21.
  • Tam, C., Schwellnus, H., Eaton, C., Hamdani, Y., Lamont, A., Chau, T. (2007). Movement to music computer technology: a developmental play experience for children with severe physical disabilities. Journal of Wiley International Science, 14 (2), 99-112.
  • Türkmenoğlu, H. (2014). Teknoloji ile sanat ilişkisi ve bir dijital sanat örneği olarak ınstagram. Ulakbilge Sosyal Bilimler Dergisi, 2 (4), 87-100.
  • Van Zelst, B. R., Miller, M. D., Russo, R. N., Murchland, S., Crotty, M. (2007). Activities of daily living in children with hemiplegic cerebral palsy: a cross-sectional evaluation sing the assessment of motor and process skills. Journal of Developmental Medicine & Child Neurology, 48 (9), 723-727.
  • Yıldırım, A. & Şimşek, H. (2006). Sosyal bilimlerde nitel araştırma yöntemleri. Ankara: Seçkin.
  • Zoccolillo, L., Morelli, D., Cincotti, F., Muzzioli, L., Gobbetti, T., Paolucci, S., İosa, M. (2015). Video-game based therapy performed bu children with cerebral palsy: a cross-over randomized controled trial and a cross-sectional quantitative measure of physical activity. European Journal of Physical and Rehabilitation Medicine, 16 (3), 1-18.
  • CP Daily Living, Journal & resources for parents and caregivers of children with cerebral palsy. (2019). 23 Ağustos 2020 tarihinde http://cpdailyliving.com/motivating-your-child-with-cp/ sayfasından erişilmiştir.
  • Ergün, M. (2005). Bilimsel araştırma yöntemleri, nitel araştırma, http://www.eğitim.aku.edu.tr/nitelarastirma.ppt#256,1 adresinden alınmıştır.
  • John Hopkins Children’s Center (2019). https://www.hopkinsmedicine.org/johns-hopkins-childrens-center/patients-and-families/bloomberg-childrens-center/ adresinden alınmıştır.
  • Shaw, J. S. (2005) The Digital Art Practices & Terminology Task Force (DAPTTF). Glossary of digital art and printmaking, http://www.bermangraphics.com/dapttf/glossary.html sayfasından erişilmiştir.
  • Sheffield Children’s NHS Foundation Trust (2019). https://www.sheffieldchildrens.nhs.uk/about-us/ adresinden alınmıştır. T.C. Sağlık Bakanlığı (2020). https://dijitalhastane.saglik.gov.tr/TR,4869/dijital-hastane.html adresinden alınmıştır.
  • Türk Dil Kurumu Sözlük (2019) https://sozluk.gov.tr/ adresinden alınmıştır.

Dijital Sanat Eğitimi Uygulamaları ile Fizik Tedaviye Destek: Gazi Hastanesi Örneği

Yıl 2021, Cilt: 2 Sayı: 2, 1 - 17, 25.06.2021

Öz

Araştırmada, Dijital sanat uygulamaları ile zenginleştirilmiş mekan tasarımının Gazi Hastanesi Fizik Tedavi ve Rehabilitasyon Polikliniği Ayaktan Fizik Tedavi Pediatrik Ünitesini kullanan fiziksel yetersiz 4-8 yaş aralığındaki çocuklarda tedaviye, günlük yaşantılarına ve görsel sanatlar eğitimi kazanımlarına etkileri değerlendirilmiştir. Araştırmada uygulama için oluşturulan oyunlara bağlı kronometre ve beceri analiz kayıt formları aracılığı ile nicel veriler; sağlık çalışanları, ebeveynler ve çocuklara uygulanan görüşme formu ile de nitel veriler elde edilmiştir. Araştırmada; İlk oturuma kıyasla son oturumdaki katılımcıların hıza dayalı performansları değerlendirildiğinde oyunları tamamlama sürelerinde en düşük 7 saniye; en yüksek 108 saniye hız/performans kazandıkları görülmüştür. Bu bağlamda, geliştirilen dijital sanat uygulamasının çocukların hıza dayalı performanslarına katkı sağladığı sonucuna varılmıştır. Araştırmanın uygulama kısmında yer alan etkileşimli ekran için geliştirilmiş oyunların içerisindeki renk ve şekil bilgisi kazanımlarının, beceri analiz kayıt formuna dayalı öğretiminde, çocuklar süreç içerisinde değerlendirildiğinde; İki öğrenci hariç diğer dört katılımcının aldığı yardım şekilleri ilk oturumda fiziksel yardım iken son oturum basamaklarında bağımsızlaştıkları sonucuna ulaşılmıştır. Görsel sanatlar yoluyla tedaviye destek (terapi) için oluşturulmuş uygulamaların, çocuklara sağladığı gelişimsel katkıya ilişkin sağlık personeli (fizyoterapist) ve ebeveyn görüşleri değerlendirildiğinde, mekanın ilgi çekiciliği/etkililiği ve renk ve şekil bilgisi edinimi; iletişim ve sosyal beceriler ve günlük yaşam becerileri; motivasyon ve destekleyici tedavi olarak etkililiğinin önemi alanlarında katkı sağladığı sonucuna ulaşılmıştır.

Kaynakça

  • Adde, L., Helbostad, J., Jensenius, A., Taraldsen, G., Grunewaldt, K. H., Stoen, R. (2010). Early prediction of cerebral palsy by computer-based video analysis of general movements: a feasibility study. Journal of Developmental Medicine & Neurology, 52 (1), 773-778.
  • Ayres, K. M., Langone, J. (2008). Video supports for teaching students with developmental disabilities and autism: twenty-five years of research and development. Journal of Special Education Technology, 23 (3), 1-66.
  • Ayres, K. M., Langone, J., Boon, R. T., Norman, A. (2006). Computer-based instruction for purchasing skills. Journal of Education and Training in Developmental Disabilities, 41 (3), 253-263. Berg, B. L., Lune, H. Çeviri Editörü: Arı, A. (2019). Sosyal bilimlerde nitel araştırma yöntemleri. Konya: Eğitim.
  • Biddiss, E., Irwin, J. (2010). Active video games to promote physical activity in children and youth. Journals jama pediatrics article, 164 (7), 664-672.
  • Bonnechere, B., Omelina, L., Jansen, B., Van Sint Jan, S. (2017). Balance improvement after physical therapy training using specially developed serious games for cerebral palsy children: preliminary results. Journal of Disability and Rehabilitation, 39 (4), 403-406.
  • Büyüköztürk, Ş., Çakmak K. E., Akgün, Ö.E., Karadeniz, Ş. ve Demirel, F. (2017). Bilimsel araştırma yöntemleri (23. Baskı). Ankara: Pegem Akademi.
  • Cannella-Malone, H. I. , Sigafoos, J. , O’Reilly, M., de la Cruz, B. , Edrisinha, C. , Lancioni, G.E. (2006). Comparing video prompting to video modeling for teaching daily living skills to six adults with developmental disabilities. Education and Training in Developmental Disabilities, 41, 344-356.
  • Cho, B., Ku, J., Pyojang, D., Kim, S., Lee, Y.H., Kim, I.Y., (2002). The effect of virtual reality cognitive training for attention enhancement. Journal of CyberPsychology and Behaviour, 5 (2), 129–137.
  • Creswell, J. W. (2012). Educational research: planning, conducting, and evaluating quantitative and qalitative research. New York: Pearson Education.
  • Duran, L. J., Fisher A. G. (1996). Male and female performance on the assessment of motor and process skills. Archives of Physical Medicine and Rehabilitation, 77 (10), 1019-1024.
  • Gao, Z., Hannan, P., Xiang, P., Stodden, D. F., Valdez, V. E. (2012). Video game-based exercise, latino children’s physical health, and academic achievement. American Journal of Preventive Medicine, 44 (3), 240-246.
  • Hashim, H. (2018). Application of technology in the digital era education. Nationally Accredited in SINTA 3 by The Ministry of Research, Technology and Higher Education, 2 (1), 1-12.
  • Hasselbring, T. S., Glaser, C. H. (2000). Use of computer technology to help students with special needs. Journal The Future of Children, 10, 102–122.
  • Jaklevic, M. C. (2020). Watch your medicine: video game therapy for children with adhd. Journal of the American Medical Association, 324 (3), 224.
  • Jin Young, K., Dae Hyun, J., Jung Hwan, L., Mi Jung, P., Hee Jin, T., In Young, S. (2006). The effects of ıntegrative art therapy on social competence and hand function of children with cerebral palsy. Journal of the Korean Academy of Rehabilitation Medicine, 30 (4), 328-332.
  • Kaptan, Saim. (1993). Bilimsel araştırma teknikleri ve istatistik yöntemleri. Ankara: Tekışık.
  • Kelly, L. E., Taliaferro, A., Krause, J. (2012). Does computerbased motor skill assessment training transfer to live assessing?, Research Quarterly for Exercise and Sport, 83 (3), 400-406.
  • Lidström, H., Almqvist, L., Hemmingsson, H. (2011). Computer-based assistive technology device for use by children with pyysical disabilities: a cross-sectional study. Journal Disability and Rehabilitation: Assistive Technology, 7 (4), 287-293.
  • Maddison, R., Mhurchu, C.N., Jull, A., Jiang, Y., Prapavessis, H., Rodgers, A. (2007). Energy expended playing video console games: an opportunity to increase children's physical activity? Journal of Pediatric Exercise Science, 19 (3), 334-343.
  • Merriam, S. B. (2013). Nitel araştırma desen ve uygulama için bir rehber. (Çev.Editörü: Selahattin Turan). Ankara: Nobel.
  • Murchland, S., Parkyn, H. (2010). Using assistive technology for schoolwork: the experience of children with physical disabilities. Journal of Disability Rehability Assistion Technology, 5, 438–447.
  • Olphert, W., Damodaran, L., Balatsoukas, P., Parkinson, C. (2009). Process requirements for building sustainable digital assistive technology for older people. Journal of Assistive Technologies, 3 (3), 4-13.
  • Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Journal Computers & Education, 53 (3), 603-622. Roland, C. (2010) Preparing art teachers to teach in a new digital landscape. Journal of Art Education, 63 (1), 17-24, DOI: 10.1080/00043125.2010.11519049
  • Sajan, J. E., Ann John, J., Grace, P., Sabu, S. S., Tharion, G. (2017). Wii-based interactive video games as a supplement to conventional therapy for rehabilitation of children with cerebral palsy: A pilot, randomized controlled trial. Journal of Developmental Neurorehabilitation, 20 (6), 361-367.
  • Salderay, B. (2010). Görsel sanatlar ve tedavi (Terapi). Sanat ve Tasarım Dergisi , 1 (6) , 133-145 .
  • Salderay, B. (2018). Hastane ortamında iyileştirme sürecine katkı sağlayan disiplinler arası bir tasarım: kemali hoca’nın gökyüzü odası projesi. The Journal of International Lingual Social and Educational Sciences, 4 (2), 263-276.
  • Salderay, B., Gönülay Çalımlı, Z. (2019). Sağlık çalışanlarının görüşlerine göre hastane ortamlarında yer alan sanatsal fiziki öğeler ve düzenlemelerin incelenmesi. Gazi Üniversitesi Eğitim Bilimleri Enstitüsü Eğitim ve Toplum Araştırmaları (JRES) Dergisi, 6 (2), 264-286.
  • Salminen A. (2008). European research related to assistve technology for disabled children. Journal of Technology and Disability, 20 (3), 173–178.
  • Sandlund, M., Lindh Waterworth, E., Hager, C. (2011). Using motion ınteractive games to promote physical activity and enhance motor performance in children with cerebral palsy. Journal of Developmental Neurorehabilitation, 14 (1), 15-21.
  • Tam, C., Schwellnus, H., Eaton, C., Hamdani, Y., Lamont, A., Chau, T. (2007). Movement to music computer technology: a developmental play experience for children with severe physical disabilities. Journal of Wiley International Science, 14 (2), 99-112.
  • Türkmenoğlu, H. (2014). Teknoloji ile sanat ilişkisi ve bir dijital sanat örneği olarak ınstagram. Ulakbilge Sosyal Bilimler Dergisi, 2 (4), 87-100.
  • Van Zelst, B. R., Miller, M. D., Russo, R. N., Murchland, S., Crotty, M. (2007). Activities of daily living in children with hemiplegic cerebral palsy: a cross-sectional evaluation sing the assessment of motor and process skills. Journal of Developmental Medicine & Child Neurology, 48 (9), 723-727.
  • Yıldırım, A. & Şimşek, H. (2006). Sosyal bilimlerde nitel araştırma yöntemleri. Ankara: Seçkin.
  • Zoccolillo, L., Morelli, D., Cincotti, F., Muzzioli, L., Gobbetti, T., Paolucci, S., İosa, M. (2015). Video-game based therapy performed bu children with cerebral palsy: a cross-over randomized controled trial and a cross-sectional quantitative measure of physical activity. European Journal of Physical and Rehabilitation Medicine, 16 (3), 1-18.
  • CP Daily Living, Journal & resources for parents and caregivers of children with cerebral palsy. (2019). 23 Ağustos 2020 tarihinde http://cpdailyliving.com/motivating-your-child-with-cp/ sayfasından erişilmiştir.
  • Ergün, M. (2005). Bilimsel araştırma yöntemleri, nitel araştırma, http://www.eğitim.aku.edu.tr/nitelarastirma.ppt#256,1 adresinden alınmıştır.
  • John Hopkins Children’s Center (2019). https://www.hopkinsmedicine.org/johns-hopkins-childrens-center/patients-and-families/bloomberg-childrens-center/ adresinden alınmıştır.
  • Shaw, J. S. (2005) The Digital Art Practices & Terminology Task Force (DAPTTF). Glossary of digital art and printmaking, http://www.bermangraphics.com/dapttf/glossary.html sayfasından erişilmiştir.
  • Sheffield Children’s NHS Foundation Trust (2019). https://www.sheffieldchildrens.nhs.uk/about-us/ adresinden alınmıştır. T.C. Sağlık Bakanlığı (2020). https://dijitalhastane.saglik.gov.tr/TR,4869/dijital-hastane.html adresinden alınmıştır.
  • Türk Dil Kurumu Sözlük (2019) https://sozluk.gov.tr/ adresinden alınmıştır.
Toplam 40 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Araştırma Makaleleri
Yazarlar

Yılmaz Çıracıoğlu, 0000-0003-4680-1850

Bülent Salderay Bu kişi benim 0000-0002-8133-6192

Yayımlanma Tarihi 25 Haziran 2021
Gönderilme Tarihi 8 Nisan 2021
Yayımlandığı Sayı Yıl 2021 Cilt: 2 Sayı: 2

Kaynak Göster

APA Çıracıoğlu, Y., & Salderay, B. (2021). Dijital Sanat Eğitimi Uygulamaları ile Fizik Tedaviye Destek: Gazi Hastanesi Örneği. STAR Sanat Ve Tasarım Araştırmaları Dergisi, 2(2), 1-17.