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Motor Performance and Skill Acquisition in Oral Motor Training With Exergames: A Pilot Study

OBJECTIVE: To investigate the effects of oral-motor training with exergames on motor performance and motor skill acquisition in two different age groups. METHODS: Thirty-two healthy participants were recruited in the current pilot study and divided equally into two groups (Gen Z and Baby Boomers) ac...

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Autores principales: Kumar, Abhishek, Munirji, Linda, Nayif, Sam, Almotairy, Nabeel, Grigoriadis, Joannis, Grigoriadis, Anastasios, Trulsson, Mats
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8924593/
https://www.ncbi.nlm.nih.gov/pubmed/35309890
http://dx.doi.org/10.3389/fnagi.2022.730072
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author Kumar, Abhishek
Munirji, Linda
Nayif, Sam
Almotairy, Nabeel
Grigoriadis, Joannis
Grigoriadis, Anastasios
Trulsson, Mats
author_facet Kumar, Abhishek
Munirji, Linda
Nayif, Sam
Almotairy, Nabeel
Grigoriadis, Joannis
Grigoriadis, Anastasios
Trulsson, Mats
author_sort Kumar, Abhishek
collection PubMed
description OBJECTIVE: To investigate the effects of oral-motor training with exergames on motor performance and motor skill acquisition in two different age groups. METHODS: Thirty-two healthy participants were recruited in the current pilot study and divided equally into two groups (Gen Z and Baby Boomers) according to their age. A pair of electromyographic (EMG) electrodes were placed on the participants’ masseter muscles. The EMG device communicated via Bluetooth with a mobile video game in response to the electromyographic activity of the masseter muscles during clenching. During the experimental session, participants were asked to play a video game in five blocks of 5 min each, with a 3-min break between each time block. The goal of the game was to collect as many coins (game points) as possible and to dodge/avoid upcoming obstacles (game life). Motor performance was assessed by performance scores and the number of game lives. Skill acquisition was measured by task efficiency (ratio of performance scores and number of game lives) across time blocks. RESULTS: The results of the study showed significantly lower performance scores (p < 0.001), a higher number of game lives (p < 0.001), and lower task efficiency in the Baby Boomer group compared to the Gen Z group. Specifically, the results showed that there was a significant difference in task efficiency between the first and second, third and fourth, fourth- and fifth-time blocks in the Gen Z group (p < 0.002). However, there was only a significant difference between first- and second-time blocks in the Baby Boomer group (p = 1.012), suggesting that skill acquisition in the Baby Boomer group did not change significantly over the course of the time blocks. CONCLUSION: The study showed higher motor performance and superior motor skill acquisition with novel exergame training in the Gen Z group compared to the Baby Boomer group. The results of the study indicate that there is an improvement in oral motor skills with short-term training, yet the differences in oral motor skills between the two groups are still evident. The Baby Boomer group, unlike the Gen Z group, did not show robust improvement in task efficiency over the course of the series.
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spelling pubmed-89245932022-03-17 Motor Performance and Skill Acquisition in Oral Motor Training With Exergames: A Pilot Study Kumar, Abhishek Munirji, Linda Nayif, Sam Almotairy, Nabeel Grigoriadis, Joannis Grigoriadis, Anastasios Trulsson, Mats Front Aging Neurosci Neuroscience OBJECTIVE: To investigate the effects of oral-motor training with exergames on motor performance and motor skill acquisition in two different age groups. METHODS: Thirty-two healthy participants were recruited in the current pilot study and divided equally into two groups (Gen Z and Baby Boomers) according to their age. A pair of electromyographic (EMG) electrodes were placed on the participants’ masseter muscles. The EMG device communicated via Bluetooth with a mobile video game in response to the electromyographic activity of the masseter muscles during clenching. During the experimental session, participants were asked to play a video game in five blocks of 5 min each, with a 3-min break between each time block. The goal of the game was to collect as many coins (game points) as possible and to dodge/avoid upcoming obstacles (game life). Motor performance was assessed by performance scores and the number of game lives. Skill acquisition was measured by task efficiency (ratio of performance scores and number of game lives) across time blocks. RESULTS: The results of the study showed significantly lower performance scores (p < 0.001), a higher number of game lives (p < 0.001), and lower task efficiency in the Baby Boomer group compared to the Gen Z group. Specifically, the results showed that there was a significant difference in task efficiency between the first and second, third and fourth, fourth- and fifth-time blocks in the Gen Z group (p < 0.002). However, there was only a significant difference between first- and second-time blocks in the Baby Boomer group (p = 1.012), suggesting that skill acquisition in the Baby Boomer group did not change significantly over the course of the time blocks. CONCLUSION: The study showed higher motor performance and superior motor skill acquisition with novel exergame training in the Gen Z group compared to the Baby Boomer group. The results of the study indicate that there is an improvement in oral motor skills with short-term training, yet the differences in oral motor skills between the two groups are still evident. The Baby Boomer group, unlike the Gen Z group, did not show robust improvement in task efficiency over the course of the series. Frontiers Media S.A. 2022-03-02 /pmc/articles/PMC8924593/ /pubmed/35309890 http://dx.doi.org/10.3389/fnagi.2022.730072 Text en Copyright © 2022 Kumar, Munirji, Nayif, Almotairy, Grigoriadis, Grigoriadis and Trulsson. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Neuroscience
Kumar, Abhishek
Munirji, Linda
Nayif, Sam
Almotairy, Nabeel
Grigoriadis, Joannis
Grigoriadis, Anastasios
Trulsson, Mats
Motor Performance and Skill Acquisition in Oral Motor Training With Exergames: A Pilot Study
title Motor Performance and Skill Acquisition in Oral Motor Training With Exergames: A Pilot Study
title_full Motor Performance and Skill Acquisition in Oral Motor Training With Exergames: A Pilot Study
title_fullStr Motor Performance and Skill Acquisition in Oral Motor Training With Exergames: A Pilot Study
title_full_unstemmed Motor Performance and Skill Acquisition in Oral Motor Training With Exergames: A Pilot Study
title_short Motor Performance and Skill Acquisition in Oral Motor Training With Exergames: A Pilot Study
title_sort motor performance and skill acquisition in oral motor training with exergames: a pilot study
topic Neuroscience
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8924593/
https://www.ncbi.nlm.nih.gov/pubmed/35309890
http://dx.doi.org/10.3389/fnagi.2022.730072
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