基于虚拟现实技术的吞咽训练对卒中后吞咽障碍患者功能恢复的效果
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女,硕士,主管护师

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科研项目:河南省医学教育研究项目(Wjlx2022013)


Effects of virtual reality intervention on the swallowing function of patients with post-stroke dysphagia
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    目的 观察基于虚拟现实技术的吞咽训练对卒中后吞咽障碍患者功能恢复的效果。 方法 将住院治疗的94例卒中后吞咽障碍患者按入院顺序分为传统组(n=47,开展常规吞咽训练)和研究组(n=47,开展基于虚拟现实技术的吞咽训练),干预4周。比较两组吞咽功能、误吸风险分级、误吸发生率及生活质量。 结果 传统组44例、研究组45例完成研究。吞咽功能评分结果显示,组间、时间效应及交互效应差异有统计学意义(均P<0.05)。干预4周后,研究组误吸风险分级显著优于传统组,误吸发生率显著低于传统组,吞咽障碍指数总分显著低于传统组(均P<0.05)。 结论 通过虚拟现实技术沉浸式场景、功能性任务及交互式反馈设计的吞咽训练游戏可有效改善卒中后吞咽障碍 患者吞咽功能,降低误吸发生率,提升生活质量。

    Abstract:

    Objective To explore the effect of swallowing training based on virtual reality technology on recovery of patients with post-stroke dysphagia. Methods A total of 94 stroke patients with dysphagia were chronologically divided into a traditional group (n=47, receiving routine swallowing training) or a study group (n=47, receiving virtual reality-based swallowing training).The intervention lasted 4 weeks.The swallowing function, grading of aspiration risk, incidence of aspiration, and quality of life were compared between the two groups. Results Totally, 44 in the traditional group and 45 in the study group completed the study.Significant main effect of group, main effect of time, and group-by-time interaction effect were found in the swallowing function scores (all P<0.05).After the intervention, the study group had milder aspiration risk grading, lower incidence of aspiration, and lower score for the Dysphagia Handicap Index compared to the traditional group (all P<0.05). Conclusion The virtual reality game for swallowing training which integrates immersive scene, functional task and interactive feedback can effectively improve the swallowing function of patients with dysphagia after stroke, reduce the incidence of aspiration and improve swallowing-related quality of life.

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李雅楠,赵瑞,王艳慧,贡静,马梦珂,杨孟丽,冯英璞,朱明芳.基于虚拟现实技术的吞咽训练对卒中后吞咽障碍患者功能恢复的效果[J].护理学杂志,2026,41(7):10-14+20

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  • 收稿日期:2025-10-15
  • 最后修改日期:2025-12-25
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  • 在线发布日期: 2026-04-28