Effects of using virtual reality on children and young people with disabilities
Not Applicable
Recruiting
- Conditions
- Autism Spectrum DisorderDown Syndrome
- Registration Number
- RBR-5rsrbk6
- Lead Sponsor
- niversidade de São Paulo
- Brief Summary
Not available
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- Recruiting
- Sex
- Not specified
- Target Recruitment
- Not specified
Inclusion Criteria
Children and young people with sensorimotor disorders; ages from 10 years old
Exclusion Criteria
Participants unable to understand and execute the specific instructions and commands of the intervention will be excluded; non-adaptation to the proposed intervention protocol; in case of two absences and non-attendance of the online sessions without justificatio; those who present a technical failure in the technological devices preventing the protocol from being carried out
Study & Design
- Study Type
- Intervention
- Study Design
- Not specified
- Primary Outcome Measures
Name Time Method Promote the practice of physical activity more attractively through the use of virtual games in a protocol of<br>home telerehabilitation, assessed by the Borg scale and heart rate measurements, based on the observation of an increase in the level of effort and heart rate values (cardiorespiratory components of the exercise) and by the motivation reported by the participants during the protocol
- Secondary Outcome Measures
Name Time Method To perform the characterization of the level of physical activity performed by the participants prior to the protocol of virtual games, using the International Physical Activity Questionnaire from the observation of how many hours per week of physical activity the participant performs; to analyze the functional profile of children and young people with sensorimotor alterations, using the Pediatric Evaluation of Disability Inventory, based on the scores obtained in the instrument domains: self-care, mobility and social function; to analyze the behavior of motor performance in virtual games during the 10 days of the protocol, and whether this performance is maintained with a 15-day break without playing, which will be analyzed from the mistakes and successes in the games.