TY - JOUR AU - AB - It is aimed to compare the effects of the two different methods as balance training and wii fit balance games based on game technology on the balance functions of hearing-impaired individuals. 36 male born deaf individuals between the ages of 18-22 and playing sports actively have participated in the study. The first group consisted of the ones having balance training, the second group consisted of those playing technological games, and the third group (control group) consisted of individuals having no balance training. The first group was given balance training 3 days a week for 8 weeks. The second group was made to play 30-minute wii fit three days a week for 8 weeks. Statistical difference was between the group playing technological games and control group, and between the group having balance training and control group (p<0.01). A statistical difference was found in dynamic balance values after the study. In the after values, a statistical difference occurred between the control group and the group having balance training and the group playing technological games (p<0.05). In dynamic balance values, a statistical difference occurred in before and after values of the group having balance training and the group playing technological games (p<0.01). TI - A Comparison of the Effects of Balance Training and Technological Games on Balance in Hearing-Impaired Individuals JO - Journal of Education and Training Studies DO - 10.11114/jets.v7i3s.4055 DA - 2019-03-14 UR - https://www.deepdyve.com/lp/unpaywall/a-comparison-of-the-effects-of-balance-training-and-technological-PIADr61xJv DP - DeepDyve ER -