Added Effect of Virtual Reality Therapy along with Conventional Physiotherapy on Static and Dynamic Balance in children with Spastic Cerebral Palsy
Overview
- Phase
- Not Applicable
- Status
- Not yet recruiting
- Sponsor
- Rituja Malkhede
- Enrollment
- 26
- Locations
- 1
- Primary Endpoint
- static balance (limits of stability)neurocom balance master
Overview
Brief Summary
Virtual Reality (VR) therapy is a recently popular assistive technology in the rehabilitation of children with Cerebral Palsy.It’s characteristic is that people can immerse themselves in a non-physical world through 3D displays at home. This immersive experience is in a safe and enjoyable environment, which may appeal to children, those with Cerebral Palsy. When children play games ,the actions involved,such as laughing, gesticulating and screaming, could enhance bioelectrical signals in the brain.The children will wear their usual footwear and orthoses during training. Participants will be divided into two groups A and B by purposive sampling and children will be treated with virtual reality therapy along with conventional physiotherapy. Group A - will be given Virtual Reality games along with conventional physiotherapy 3 times a week for 6 weeks (30 mins) Group B - will be given conventional physiotherapy 3 times a week for 6 weeks (30 - 45 mins)Progression in the Virtual Reality Therapy will be given according to the child’s improvement based on pre-interventional and post-interventional outcome scores, Limits of stability and Pediatric DGI for static balance and dynamic balance respectively, statistical analysis and results will be calculated. These treatment will be given for 3 sessions a week, each session of 30 minutes for 6 weeks Conventional protocol Conventional Physiotherapy :Treatment Method for control group and the experimental group : Stretching techniques: Hamstrings,Tendoachilis,hip adductor. Functional training: (Mat exercises) Curl up,diagonal curl up ,bridging, prone on hands and elbows,quadruped positioN. Positional transitions Proprioceptive training with eyes opened and closed - weight shifts - forward reach, lateral reach ,diagonal reach. ‌Vestibular and gaze stability training - vestibulo -ocular reflex control Anticipatory and reactive postural control training ‌Weight shifts training starts on floor, trampoline, balance disc, etc ‌Perturbation training. Spot marching.
Study Design
- Study Type
- Interventional
- Allocation
- Randomized
- Masking
- None
Eligibility Criteria
- Ages
- 6.00 Year(s) to 18.00 Year(s) (—)
- Sex
- All
Inclusion Criteria
- •Spastic cerebral palsy Children having Gross Motor Function Classification Scale (GMFCS) level 2 to 3
- •Children with no hearing and vision loss.
Exclusion Criteria
- •Children who are diagnosed with Choreoathetoid Cerebral Palsy, Athetoid Cerebral Palsy, Ataxic Cerebral Palsy
- •Children who have cognitive impairment.
- •Children who are claustrophobic to Virtual Reality box even after the initial training period.
- •Children with fixed deformities in the lower extremities.
- •Children who have undergone any musculoskeletal surgeries in the last 6 months.
Outcomes
Primary Outcomes
static balance (limits of stability)neurocom balance master
Time Frame: pre and post intervention of 1.5 months
Secondary Outcomes
- dynamic balance (pediatric dynamic gait index scale)(pre and post intervention of 1.5 months)
Investigators
Rituja Malkhede
Maeers Physiotherapy College Talegaon Dabhade