The Dutch version of the Brief Illness Perception Questionnaire is an appropriate instrument for measuring patients' perceptions in acute low back pain patients, showing acceptable internal consistency and reliability. Concurrent validity is adequate, however, the instrument may be unsuitable for detecting changes in low back pain perception over time.
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Objective: The Tilburg Frailty Indicator (TFI) is a self-report user-friendly questionnaire for assessing multidimensional frailty among community-dwelling older people. The main aim of this study is to re-evaluate the validity of the TFI, both cross-sectionally and longitudinally, focusing on the predictive value of the total TFI and its physical, psychological, and social domains for adverse outcomes disability, indicators of healthcare utilization, and falls. Methods: The validity of the TFI was determined in a sample of 180 Dutch communitydwelling older people aged 70 years and older. The participants completed questionnaires including the TFI, the Groningen Activity Restriction Scale (GARS) for assessing disability, and questions with regard to health care utilization and falls in 2016 and again one year later. Results: The physical and psychological domains of the TFI were significantly correlated as expected with adverse outcomes disability, many indicators of healthcare utilization, and falls. Regression analyses showed that physical frailty was mostly responsible for the effect of frailty on the adverse outcomes. The cross-sectional and longitudinal predictive validity of total frailty with respect to disability and receiving personal care was excellent, evidenced by Areas Under the Curves (AUCs) >0.8. In most cases, using the cut-off point 5 for total frailty ensured the best values for sensitivity and specificity. Conclusion: The present study provided new, additional evidence for the validity of the TFI for assessing frailty in Dutch community-dwelling older people aiming to prevent or delay adverse outcomes, including disability.
Objective: To determine content validity of the Muscle Power Sprint Test (MPST) and construct validity and reliability of the MPST, 10x5 Meter Sprint Test (10x5MST), slalom test and one stroke push test (1SPT) in wheelchair-using youth with spina bifida (SB). Design: Clinimetric study Setting: Rehabilitation centers, SB outpatient services, private practices Participants: A convenience sample of 53 children (5-19 years, 32 boys / 21 girls) with SB who use a manual wheelchair. Participants were recruited in the Netherlands through rehabilitation centers, SB outpatient services, pediatric physical therapists and the BOSK (Association of and by parents of children, adolescents and adults with a disability). Interventions: Not applicable. Main Outcome Measures: Construct validity of the the MPST was determined by comparing results with the arm-cranking Wingate Anaerobic test (WAnT) using paired t-tests and Pearson Correlation Coefficients, while content validity was assessed using time based criteria for anaerobic testing . Construct validity of the 10x5MST, slalom test and 1SPT was analyzed by hypothesis testing using Pearson Correlation Coefficients and Multiple Regression. For reliability, Intra Class Correlation coefficients (ICC) and smallest detectable changes (SDC) were calculated. Results: For the MPST, mean exercise time of four sprints was 28.1 sec. (±6.6 sec.). Correlations between the MPST and WAnT were high (r>0.72, p<0.01). Excellent correlations were found between the 10x5MST and slalom test (r=0.93, p<0.01), while correlations between the10x5MST or slalom test and MPST and 1SPT were moderate (r=-0.56- -0.70; r=0.56, p<0.01). The 1SPT was explained for 38% by wheelchair mass (Beta -0.489) and total upper muscle strength (Beta 0.420). All ICCs were excellent (ICC>0.95) but the SDCs varied widely. Conclusions: The MPST, 10x5MST and slalom test are valid and reliable tests in wheelchair-using youth with SB for measuring respectively anaerobic performance or agility. For the 1SPT, both validity and reliability are questionable.
Alcohol use disorder (AUD) is a major problem. In the USA alone there are 15 million people with an AUD and more than 950,000 Dutch people drink excessively. Worldwide, 3-8% of all deaths and 5% of all illnesses and injuries are attributable to AUD. Care faces challenges. For example, more than half of AUD patients relapse within a year of treatment. A solution for this is the use of Cue-Exposure-Therapy (CET). Clients are exposed to triggers through objects, people and environments that arouse craving. Virtual Reality (VRET) is used to experience these triggers in a realistic, safe, and personalized way. In this way, coping skills are trained to counteract alcohol cravings. The effectiveness of VRET has been (clinically) proven. However, the advent of AR technologies raises the question of exploring possibilities of Augmented-Reality-Exposure-Therapy (ARET). ARET enjoys the same benefits as VRET (such as a realistic safe experience). But because AR integrates virtual components into the real environment, with the body visible, it presumably evokes a different type of experience. This may increase the ecological validity of CET in treatment. In addition, ARET is cheaper to develop (fewer virtual elements) and clients/clinics have easier access to AR (via smartphone/tablet). In addition, new AR glasses are being developed, which solve disadvantages such as a smartphone screen that is too small. Despite the demand from practitioners, ARET has never been developed and researched around addiction. In this project, the first ARET prototype is developed around AUD in the treatment of alcohol addiction. The prototype is being developed based on Volumetric-Captured-Digital-Humans and made accessible for AR glasses, tablets and smartphones. The prototype will be based on RECOVRY, a VRET around AUD developed by the consortium. A prototype test among (ex)AUD clients will provide insight into needs and points for improvement from patient and care provider and into the effect of ARET compared to VRET.
met Vrije Universiteit Brussel, Faculteit Lichamelijke opvoeding en Kinesitherapie, in kader van Movement and Rehabilitation Fellowship aan de VUB van lector Harriet Jager-Wittenaar.
Inzet van serious games als scholingsinstrument voor zorgprofessionals of als patiëntinterventie neemt sterk toe. Serious games kunnen kosten besparen en zorgkwaliteit verbeteren. (Potentiële) afnemers vragen, in lijn met het medische onderzoeksparadigma, vaak naar de klinische effectiviteit (internal validity) van deze games. Het gros van de Nederlandse game-ontwikkelaars bestaat echter uit kleine ondernemingen die het aan middelen en expertise ontbreekt om de hiervoor benodigde longitudinale onderzoekstrajecten uit te voeren. Tegelijkertijd tonen mkb’ers, meestal zonder ervan bewust te zijn, tijdens het game-ontwikkelproces al verschillende validiteitsvormen aan volgens het design-onderzoeksparadigma (face validity, construct validity, e.d.). Door dit niet bij hun afnemers kenbaar te maken, komt een constructieve dialoog over validiteit moeilijk op gang en lopen mkb’ers opdrachten mis. Het ontbreekt hen aan een begrippenkader en praktische handvatten. Bestaande raamwerken zijn nog te theorie-gedreven. Om mkb’ers te helpen de 'clash' te overbruggen tussen het medische en het design-onderzoeksparadigma, ontwikkelen lectoraten ICT-innovaties in de Zorg (Hogeschool Windesheim, penvoerder) en Serious Gaming (NHL Stenden Hogeschool) samen met elf mkb’ers, afnemers, studenten en experts in een learning community drie hulpmiddelen: •Checklist: praktische mkb-richtlijnen voor het vaststellen van validiteit; •Beslisboom: op basis waarvan mkb’ers onderbouwd de juiste validatiemethode kunnenselecteren; •Serious game: om samen met (potentiële) afnemers te spelen, zodat verschillende soortenvaliditeit expliciet benoemd worden. De hulpmiddelen worden inhoudelijk gevoed door casestudies waarin mkb’ers gevolgd worden in hoe validiteit momenteel wordt vastgesteld en geëxpliciteerd in het ontwikkelproces. Vervolgens brengen we de ontworpen hulpmiddelen in de mkb-praktijk voor evaluatie. Opgeleverde hulpmiddelen stellen mkb’ers in staat werkbare validatiemethoden toe te passen gedurende het game-ontwikkelproces om acceptabele bewijslast op te leveren voor potentiële afnemers, waardoor hun marktpositie versterkt. Ook draagt het project bij aan operationalisering van bestaande raamwerken en kunnen de hulpmiddelen in game design-curricula worden geïncorporeerd.