Joint assessment and mobilization Flashcards
What can joint injury result in
Joint dysfunction
Dysfunctions in joints
- Increase and decreases in normal motion
- Aberrant “trick” movements
What to do with hypomobility
mobilization /manipulation to joint, stretching, ROM
What to do with joint hypermobility
- stabilization/strengthening activities
- Muscles are the joints dynamic stabilizers
- The static stabilizers may have been stretched (ligaments and capsule)
How can joint dysfunction lead to joint degeneration
- Less fluid/nutrition in a tight joint
- In a loose joint with too much movement can also cause degeneration
What are the goals of PT with joint dysfunction
Correct the dysfunction
Alleviate joint pain
Restore normal joint function
What are the classifications of movement
- Osteokinematics: Goniometric ranges; AROM, PROM
- Accessory movements:
1. Joint play = end feel → gives you an idea of if the joint is normal, tight, or has too much mobility
2. Component: Arthrokinematics: roll, glide, spin
3. Grading system: Quantity (range) quality (end feel)
Joint mobility categories
- quantity (range) and quality (end feel)
- Hypomobility: Decreased ROM, Increased tissue resistance (capsule is tight)
- Hypermobility: Increased ROM, Decreased tissue resistance (Capsule is lax)
Capsular pattern vs non capsular involvement
- ROM is limitations specific to joints
- AROM = PROM, both painful in same direction at end range
- Resisted isometrics in their mid range is not painful (means that it is capsular not Musculotendious)
- If resisted Isometrics is painful it is a musculotendinous issue
Joint play
- small involuntary movements of joints
- Detect restrictions in joint capsule
- Needed to have full pain free voluntary movement
End fields
- a test of joint play
- End range passive test
- Quality of resistance felt at end range (how stiff is this joint)
- Joints and tissue
End feel specific to structures being stressed
- Muscle, ligament, joint capsule
What does testing end feels aim to determine
- Nature of pathology in the joint or soft tissue
- Normal vs abnormal end feels
- Hypermobility or hypomobility
- Abrupt stop = adhesion, loose body, osteophyte (bone spur)
Normal end feels
- Bone to Bone:
- Hard stop that is painless
- Elbow extension - Soft tissue approximation:
- Yielding compression that stops the motion
- Feels mushy
- Elbow or knee flexion - Normal Capsule:
- Firm with some creep/give
- Shoulder motions
- Knee extension - Elastic end feel
- Tissue stretch
- Normal muscle ie with DF stretch or PF
Abnormal end feels - describe
- Muscle (muscle spasms)
- Increases resistance and less elastic end feel
- Tightness or increase tone
- Ex: tight hamstring
- Similar to normal tissue stretch without elastic end feel - Capsule:
- Hard resistance without give/creep
- Often where you would not expect
- Leather like
- Capsular pattern specific to a joint Ie the should: ER is limited more than abduction > IR> flexion - Bone to bone:
- Sudden hard bony block
- At an abnormal place in the range
- loose body: fragment of bone, articular cartilage, osteophyte - Empty:
- Pain before any tissue resistance felt
- Acute subacromial bursitis - Springy block
- Springy rebound
- Meniscus
- Occurs where it is unexpected - Swelling:
- boggy/squishy/soft - joint effusion - Capsule/ligament laxity:
- Increased movement
- Without normal resistance or firm arrest of motion
Open pack position of joint
- Ligament and capsule most lax
- Bony surfaces least congruent
- Joint volume greatest - more lubrication
- Where people will hold a joint if it is painful or swollen
- Requires more muscle action around the joint
Close pack position of joints
- Ligaments and joint capsule most taut
- Bony surfaces most congruent
- Joint volume least
Joint mobilization
- skilled passive movements directed at a joint (glides and tilts)
- Graded movements at various ranges of the joint
- Speed is slow enough that patients can stop the movement
Principles of joint mobs
- Joint play must be present for normal and pain free ROM
- Joint play and end feel used assess and treat joints
- Joint play and end feel - assess to see if limitations are from joint or other soft tissue (muscles or ligaments)
- Accuracy may be limited by pain or muscle guarding
Effects of joint mobs
- pain relief and increase ROM
Pain relief effects of Joint mobs/manips: neurophysiological effects
- Stimulation of articular mechanoreceptors
- Which stimulate A alpha and A beta fibers that inhibit transmission of nociceptive stimuli carries by A delta and C pain fibers
- Via inhibitory interneurons at spinal cord level
- Decreases pain
Pain relief mechanical effects
- Increase circulation
- Relaxation of muscles around the joint
- Promotes synovial fluid movement in joints
- Nutrition exchange
Psychological effets (pain relief of joint mobs
- Laying of hands on people shows you are helping them and trying to decrease pain
- Skills joint assessment and mobilization
- Finding, reproduction and abating pian
- Expectation effect: saying you will help someone can help them