This study investigated the added value, i.e. discriminative and concurrent validity and reproducibility, of an eye-hand coordination test relevant to table tennis as part of talent identification. Forty-three table tennis players (7–12 years) from national (n = 13), regional (n = 11) and local training centres (n = 19) participated. During the eye-hand coordination test, children needed to throw a ball against a vertical positioned table tennis table with one hand and to catch the ball correctly with the other hand as frequently as possible in 30 seconds. Four different test versions were assessed varying the distance to the table (1 or 2 meter) and using a tennis or table tennis ball. ‘Within session’ reproducibility was estimated for the two attempts of the initial tests and ten youngsters were retested after 4 weeks to estimate ‘between sessions’ reproducibility. Validity analyses using age as covariate showed that players from the national and regional centres scored significantly higher than players from the local centre in all test versions (p<0.05). The tests at 1 meter demonstrated better discriminative ability than those at 2 meter. While all tests but one had a positive significant association with competition outcome, which were corrected for age influences, the version with a table tennis ball at 1 meter showed the highest association (r = 0.54; p = 0.001). Differences between the first and second attempts were comparable for all test versions (between −8 and +7 repetitions) with ICC 's ranging from 0.72 to 0.87. The smallest differences were found for the test with a table tennis ball at 1 meter (between −3 and +3 repetitions). Best test version as part of talent identification appears to be the version with a table tennis ball at 1 meter regarding the psychometric characteristics evaluated. Longitudinal studies are necessary to evaluate the predictive value of this test.
MULTIFILE
Background: Activity trackers can potentially stimulate users to increase their physical activity behavior. The aim of this study was to examine the reliability and validity of ten consumer activity trackers for measuring step count in both laboratory and free-living conditions.Method: Healthy adult volunteers (n = 33) walked twice on a treadmill (4.8 km/h) for 30 min while wearing ten different activity trackers (i.e. Lumoback, Fitbit Flex, Jawbone Up, Nike+ Fuelband SE, Misfit Shine, Withings Pulse, Fitbit Zip, Omron HJ-203, Yamax Digiwalker SW-200 and Moves mobile application). In free-living conditions, 56 volunteers wore the same activity trackers for one working day. Test-retest reliability was analyzed with the Intraclass Correlation Coefficient (ICC).Validity was evaluated by comparing each tracker with the gold standard (Optogait system for laboratory and ActivPAL for free-living conditions), using paired samples t-tests, mean absolute percentage errors, correlations and Bland-Altman plots.Results: Test-retest analysis revealed high reliability for most trackers except for the Omron (ICC .14), Moves app (ICC .37) and Nike+ Fuelband (ICC .53). The mean absolute percentage errors of the trackers in laboratory and free-living conditions respectively, were: Lumoback (−0.2, −0.4), Fibit Flex (−5.7, 3.7), Jawbone Up (−1.0, 1.4), Nike+ Fuelband (−18, −24), Misfit Shine (0.2, 1.1), Withings Pulse (−0.5, −7.9), Fitbit Zip (−0.3, 1.2), Omron (2.5, −0.4), Digiwalker (−1.2, −5.9), and Moves app (9.6, −37.6). Bland-Altman plots demonstrated that the limits of agreement varied from 46 steps (Fitbit Zip) to 2422 steps (Nike+ Fuelband) in the laboratory condition, and 866 steps (Fitbit Zip) to 5150 steps (Moves app) in the free-living condition.Conclusion: The reliability and validity of most trackers for measuring step count is good. The Fitbit Zip is the most valid whereas the reliability and validity of the Nike+ Fuelband is low.
Background The Self-Expression Emotion Regulation in Art Therapy Scale (SERATS) was developed as art therapy lacked outcome measures that could be used to monitor the specific effects of art therapy. Although the SERATS showed good psychometric properties in earlier studies, it lacked convergent validity and thus construct validity. Method To test the convergent validity of the SERATS correlation was examined with the EES (Emotional Expressivity Scale), Emotion Regulation Strategies for Artistic Creative Activities Scale (ERS-ACA) and Healthy-Unhealthy Music Scale (HUMS). Patients diagnosed with a Personality Disorder, and thus having self-regulation and emotion regulation problems (n = 179) and a healthy student population (n = 53) completed the questionnaires (N = 232). Results The SERATS showed a high reliability and convergent validity in relation to the ERS-ACA approach strategies and self-development strategies in both patients and students and the HUMS healthy scale, in patients. Hence, what the SERATS measures is highly associated with emotion regulation strategies like acceptance, reappraisal, discharge and problem solving and with improving a sense of self including self-identity, increased self-esteem and improved agency as well as the healthy side of art making. Respondents rated the SERATS as relatively easy to complete compared to the other questionnaires. Conclusion The SERATS is a valid, useful and user-friendly tool for monitoring the effect of art therapy that is indicative of making art in a healthy way that serves positive emotion regulation and self-development.
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.