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Clinical Trials/CTRI/2024/07/071345
CTRI/2024/07/071345
Not yet recruiting
Not Applicable

Added Effect of Virtual Reality Therapy along with Conventional Physiotherapy on Static and Dynamic Balance in children with Spastic Cerebral Palsy

Rituja Malkhede1 site in 1 country26 target enrollmentStarted: August 15, 2024Last updated:

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

Sponsor
Rituja Malkhede
Sponsor Class
Private medical college
Responsible Party
Principal Investigator
Principal Investigator

Rituja Malkhede

Maeers Physiotherapy College Talegaon Dabhade

Study Sites (1)

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