
In this episode, we explore using technology in your clinical practice in a really practical and realistic way with Dr. Kelly Bower who completed her PhD in technology use in rehabilitation. Join us as we discuss Wii, Kinect, newer rehab-specific devices, the evidence base, barriers & facilitators in the clinic and what patients get out of tech - be ready for some surprises here! Kelly also shares her journey through PhD to educator & researcher whilst remaining a clinician. Her story will help others searching for a similar path.Intro - 3.56Career pathway - 6.12Phd research - Wii balance board as Ax & intervention - 11.23Using Wii balance board as a force platform or as a clinical OM - 16.01The motivation of tech for both intervention and tracking progress - 20.00What is it about tech that is interesting? - 21.24What are the limitations? - 24.23Linking use of tech to goals - a tailored intervention - 25.22Evidence base variability - 26.40Clinicians' thoughts on tech - 31.45Advice for addressing barriers - 34.20Best devices? - 35.49Kelly developing a video game - 39.00Emerging tech rehab devices - 46.54How Kelly balances her workload (pun intended!) - 49.40LinksKelly’s University ProfileResources to support selection and clinical implementation:Website on using the Kinect in rehabilitationA Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic ModalityPapers and ReferencesClinical feasibility of the Nintendo Wii™ for balance training post-stroke:Clinical feasibility of interactive motion-controlled games for stroke rehabilitationWhat factors influence clinicians’ use of technology in neurorehabilitation?Quiet standing postural control variables in subacute strokeLike our podcast and want to support us?Share the show with your friends & colleagues, give us a rating on your podcast platform or Buy us a coffee. Matt & Erin run the podcast out of their own time and resources. We'd love to update our recording equipment & cover our podcast publishing costs. Buy us a coffee if you can.
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