OBJECTIVE:
To evaluate the effects of a conventional proprioceptive training program and a protocol with the association of video game use and Balance Board in elderly regarding balance, mobility, flexibility and falls.
METHOD:
This almost experimental research was conducted with 32 elderly participants. The sample consisted of two groups. The first, CG (n=16; aged=67.63 years), with conventional proprioceptive training and the second, SG (n=16; aged=66.88 years) proprioceptive training with the new technological tool. Treatments were done in both groups twice a week, during 30 minutes, adding up to ten interventions.
RESULTS:
In SG only the Berg Scale variable did not show significant difference (p<0.05) between pre and post intervention. In evaluated moments significant statistic difference (p<0.05) was observed in the POMA (p= 0.018) and One-leg scale (p=0.018, as well as in Anterior and Lateral Functional Reach tests (p=0.012). As for CG, both POMA (p=0.043) and One-leg scales (p=0.043) showed significant differences between pre and post intervention.
CONCLUSION:
Proprioceptive training with virtual reality proved to be more efficient than the conventional proprioceptive training in elderly subjects in relation to balance, flexibility, mobility and falls.
Postural Balance; Elderly; Proprioception