Principles of motor learning | To enhance | Intervention model | Intervention system |
---|---|---|---|
Learning occurs through repetitive, varied practice of meaningful tasks | Balance (proprioception), postural control, strength, motor coordination, and cognition | Balance game/exercise [22, 30, 31, 35, 40], sport game (such as football, tennis, skiing game and simulations) [28, 34, 38], the kayak program [36], selected Tai Chi movements [23], customized tasks [29] | Balance-A [35], Microsoft Kinect [34, 38], AR (Microsoft Kinect) [23, 29], Nintendo Wii [28, 40], Nintendo Wii with balance board [22, 31], VR [30, 36] |
Learning occurs when task difficulty is progressively increased according to the user's ability | Aerobic endurance, balance, postural control, strength, motor coordination, and cognition | Balance game/exercise [4, 41], dance game [37, 39], exergame [42], tailored exergame program [21], steeping game [32], selected Tai Chi movements [23], and sport game [43] | Microsoft Kinect [21], AR with Microsoft Kinect [23], the interact training system [32], Nintendo Wii [41, 43], VR (X-box 360) [42], VR with dance pad/platform [4, 37, 39] |
Learning occurs when the individual is motivated to improve | Balance control, motor coordination, and cognition | ||
Sensory feedback that is related to the task is necessary for learning | Balance control | Balance exercise [4] | VR (BTS NIRVANA) [4] |
Learning occurs when an individual receives positive feedback about task performance and task accomplishment | Balance, stepping ability, and cognition | The interact training system [32], VR (Microsoft Kinect) [33] |