跳至主要内容
临床试验/NCT06627049
NCT06627049招募中不适用

Virtual Reality Implantation in Paediatric Rehabilitation (IMPLANT-VR4 CHILD)

Fondation Ildys2 个研究点 分布在 1 个国家目标入组 39 人开始时间: 2024年10月最近更新:
适应症

试验速览

阶段
不适用
状态
招募中
入组人数
39
试验地点
2
主要终点
Form of the number of uses per week

研究概览

简要总结

Virtual Reality Implementation in Paediatric Rehabilitation (IMPLANT-VR 4 CHILD) Virtual Reality (VR) and Active Video Games (AVG) are promising devices for children in need of rehabilitation. VR and AVG have been widely studied in research, with promising results in a number of areas, including motor function, cognitive function, pain management and attention disorders.

However, despite these promising results and the enthusiasm they generate in research, VR and AVG are rarely used in clinical practice, particularly in the paediatric services of Ty Yann and Perharidy of the ILDYS Foundation. There is a strong demand from professionals for these tools to be better integrate these devices into their clinical practice.

The project is to conduct an action research with rehabilitation professionals, health managers and children in need of rehabilitation in order to facilitate the implementation of VR and AVG in the paediatric rehabilitation services of Ty Yann and Perharidy. Firstly, the facilitators and barriers present in these services will be identified. Then, specific strategies to facilitate the implementation of VR will be used. Finally, the impact of these strategies on the use of VR will be evaluated.

详细描述

Children with chronic conditions and rehabilitation needs may require long periods of care. Some rehabilitation interventions can cause stress, anxiety or pain and may be unmotivating for children. However, in the context of motor learning, for example, current scientific research supports the intensification of training.

Motivation is a fundamental part of rehabilitation treatment. Sometimes the length of treatment can lead to a lack of motivation. If motivation decreases in children, this may lead to a reduction in the intensity required to be effective in rehabilitation. Finding efficient solutions to facilitate the rehabilitation process is therefore a major challenge. Virtual reality (VR) may be interesting to increase the duration of motor rehabilitation while maintaining motivation.

VR is a promising tool to address these challenges. VR can be defined as the digital simulation of a virtual environment with which the user can interact using our own movements. Immersive VR devices use a head-mounted display that allows full visual immersion in the virtual environment. Non-immersive VR devices involve two-dimensional virtual environment in flat-screen displays, and include the category of AVG. It has been studied in many areas of paediatric rehabilitation (motor function, pain management, attention disorders, cognitive function). For example, in motor rehabilitation, the playful aspect of VR helps to maintain children's motivation, while facilitating motor learning. VR games can be played at high intensity. Rehabilitation goals can also be set by the child when using VR, increasing the effectiveness of rehabilitation management.

The aim of implementation science is to facilitate the integration and use of evidence in clinical practice. There are often differences between research findings and the methods used in clinical practice. It often takes several years for research findings to be implemented in clinical practice. It is estimated that it takes about 17 years in some fields for a scientific discovery to be used in clinical practice. There are a number of factors that may explain this long delay. First of all, there are several stages in the research process to develop practice guidelines. These stages are relatively long. In addition, clinicians often have little time to read newly published data, and these data are not always easily accessible.

VR is still rarely used into routine clinical practice, despite promising results and the enthusiasm it generates in research. There are barriers, such as the time required to prepare sessions and a lack of knowledge about the devices. Some barriers to the implementation of VR are common to several rehabilitation centres, and are frequently found in the literature, while others are specific to one rehabilitation centre. In order to address the specific barriers, it is necessary to identify them within the rehabilitation centre itself.

研究设计

研究类型
Observational
观察模型
Other
时间视角
Prospective

入排标准

年龄范围
6 Years 至 99 Years(Child, Adult, Older Adult)
性别
All
接受健康志愿者

入选标准

  • 未提供

排除标准

  • Not being able to understand focus group or interview questions.
  • Not being able to communicate during focus groups or interviews.

结局指标

主要结局

Form of the number of uses per week

时间窗: October 2024 - november 2025

This form will be used to record the use of VR tools in paediatric rehabilitation, in order to extract the number of times VR devices are used per week. Thanks to this form, we will be able to know if the use of VR devices has increased after the implementation of the strategies. This form will be introduced before, during and after the implementation of the strategies in order to quantify changes in the use of VR. The professionals will complete this form at each session.

Focus group and interviews based on the Consolidated Framework for Implementation Research (CFIR)

时间窗: October 2024 - november 2025

The CFIR is a conceptual framework used to guide the implementation process. We will use focus groups and interviews to assess facilitators and barriers to the use and the implementation of VR. These results will help us to implement specific strategies. Focus group and interviews will be used to evaluate the strategies. Qualitative methods will be used in Stage 1 to select the strategies to be implemented to improve the use of VR. In Stage 3, the focus group and interviews will be used to gather the views of professionals, decision makers and children on the strategies.

次要结局

未报告次要终点

研究者

申办方类型
Other
责任方
Sponsor

研究点 (2)

Loading locations...

相似试验