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Effects of Virtual Reality on Cerebral Palsy

Not Applicable
Completed
Conditions
Cerebral Palsy
Interventions
Other: Conventional Occupational Therapy (COT)
Other: Virtual Reality with Kinect
Registration Number
NCT04768374
Lead Sponsor
Hacettepe University
Brief Summary

Virtual reality (VR), is one of the most popular approaches to Cerebral Palsy (CP) rehabilitation and has been used in rehabilitation field for 30 years. VR is provided via a computer or a game console, and players interact with real-like objects . Using a VR interface as a rehabilitation tool increases the fun received by the client which, in turn, increases the participation of the client to the rehabilitation sessions.

This is a study that focused on long-term effects of Virtual reality (VR) intervention on motor skills and activities of daily living (ADL) independence of children with CP.

Detailed Description

Not available

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
83
Inclusion Criteria
  • had to be 7 to 12 years-old,
  • to be diagnosed with CP,
  • to get 1 or 2 from Gross Motor Functioning Classification System,
  • to get a score of 1 to 3 from Manual Ability Classification System,
  • to score at least 23 from Mini Mental State Examination - children edition,
  • to be able to follow verbal instructions, and
  • to have the
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Exclusion Criteria
  • having any surgical operation and/or botulinum toxin injection in last 6 months,
  • having any visual and hearing diseases that may affect using VR, and
  • participating in any other rehabilitation programs (such as physiotherapy, speech therapy, psychotherapy etc.),
  • having ataxic and/or dyskinetic symptoms.
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Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Control groupConventional Occupational Therapy (COT)Control group only received conventional occupational therapy for 12 weeks
VR groupVirtual Reality with KinectEnrolled into 12 week VR intervention with Microsoft Kinect (twice a week, for 45 minutes) and conventional occupational therapy.
VR groupConventional Occupational Therapy (COT)Enrolled into 12 week VR intervention with Microsoft Kinect (twice a week, for 45 minutes) and conventional occupational therapy.
Primary Outcome Measures
NameTimeMethod
Change in motor proficiency( assessed with Bruninsk-Oseretsky Test of Motor Proficiency 2-Brief Form (BOT2-BF))Baseline, 12th week (end of intervention), 24th and 36th week(follow up)

BOT2-BF is a test that evaluates motor proficiency and allows therapists to compare results with specified norm values

Change in Independence in Activities of Daily living (assessed with Abilhand-kids)Baseline, 12th week (end of intervention), 24th and 36th week(follow up)

ABILHAND-Kids is a scale that was developed to evaluate activities of daily living (ADL) requiring upper limb usage of children aged between 6-15 years

Secondary Outcome Measures
NameTimeMethod

Trial Locations

Locations (1)

Hacettepe University

🇹🇷

Ankara, Altındağ, Turkey

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