Welcome to my Blog!

I am a 2nd year Occupational Therapy student and as part of my Participation in Occupation paper I am required to make this blog to demonstrate my competence in producing an on-line resource. Further- more this blog will enable me to show my understanding of the uses and services offered by information technology in relation to Occupational Therapy practice.

Wednesday, June 23, 2010

Tutorial Seven (Assistive Technology)

This week we were introduced to assistive technology. This hands on tutorial was really interesting, we looked at a range of assistive devices which are designed to help people with disabilities and enable them to live a normal life. This software and equipment for fills communication, daily living, entertainment, productivity and educational needs.

1. Provide a definition of Assistive Technology:

Assistive technology is “a broad range of devices, services, strategies and practices that are conceived and applied to ameliorate the problems faced by individuals who have disabilities”.

Cook, A. M & Hussey, S. M (2005) Assistive Technologies: Principles and practice. Mosby-Year Book, Inc. Retrieved June 01, 2010. From http://moodle.op.ac.nz/ file.php/440/Resources/Week_7/Cook_and_Hussey.pdf

2. Describe one piece of equipment introduced in the assistive technology tutorial. Provide information on size, cost and functions.

The Big Buddy Button is a very strong, reliable and durable switch which is suitable for people who need a large switch which they can hit with a lot of strength. It comes in a variety of vibrant colours and designs and provides auditory and tactile feedback. This switch has a wide plastic surface and because of its durability, can be used in almost any circumstance. The contact area measures 63 mm across and stands 25mm high. The cost of the Big Buddy Button is $95.00 (GST free).


Technical Solutions, Australia (2010) Electronics for people with a disability. Button switches: Big Buddy Button. Retrieved June 01, 2010. From http://www. tecsol.com.au/ Switch Button2.htm

3. How does your chosen piece of equipment increase functional capacity for the user? Provide examples here from the tutorial and lecture.

This device would suit an individual who has limited mobility in their upper limbs. It enables the user to receive auditory and tactile feedback, for example the Big Buddy Button can be connected up to a computer which makes a sound when the user pushes the button. Images can also be displayed on the screen of the computer and be changed with by a push of the button. The user is able to use the computer independently and can be stimulated by playing games, looking at pictures and listening to music.

Wii Gaming!

1. Why do you think Wii gaming has appealed to people who are not traditionally video game players?
Wii offers a dynamic and interactive experience that other gamming consoles can’t even contend with. It allows the user to control their actions on the screen by moving a handheld motion sensitive controller.
Wii offers a huge range of software which caters to many different interests for example: sports: boxing, skiing and tennis, Problem solving: puzzles and maths.

2.What is the relevance to OT?
Wii enables therapists to facilitate new and exciting therapy interventions for clients as it offers a vast variety of interactive games and activities and covers a range of interests.
“Wii-Habilitation is a website put together by therapists who have been working with, and incorporating the use of, the Nintendo Wii within therapy and rehabilitation sessions.
This website contains information regarding how the Nintendo Wii can be used by therapists, patients and the general public to maximise their physical potential whilst enjoying the interaction with computer gaming”.

Redmond, R (2010) Wii-habilitation: About wii-habilitation. Retrieved June 01, 2010 fromhttp://www.wiihabilitation.co.uk/

3. Investigate the other applications offered by Wii gaming console, how else could it be used as an OT tool?
Wii offers games which can be used in a group situation or individually in order to improve an individual’s physical functions, for example: balance, coordination, fine and gross motor skills, muscle spasticity, vision and dexterity.

Wii also can improve and individual’s cognitive abilities, for example: memory, behaviour, comprehension, concentration, sequencing, reasoning and decision making skills.

A therapist can observe a client as they are playing the Wii in order to gather information regarding their physical and cognitive abilities. This data can later be compared in order to determine if the client has made progress.

Wii-hab!

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