Evaluation the Feasibility and Effects of Kinect-based Computer Games as UE Training Tool in Cerebral Palsy Children
Primary Purpose
Cerebral Palsy
Status
Completed
Phase
Not Applicable
Locations
Taiwan
Study Type
Interventional
Intervention
Kinect
Traditional OT(30 Mins)
Traditional OT(60 Mins)
Sponsored by
About this trial
This is an interventional treatment trial for Cerebral Palsy focused on measuring Cerebral Palsy., Upper Extremity, Kinect, Virtual reality
Eligibility Criteria
Inclusion Criteria:
- Cerebral Palsy
- 4-12 years old
- Cognition ability is good for evaluation and training
- Affected side: Manual ability classification system(MACS) I-III
Exclusion Criteria:
- Accept Upper Extremity surgery before recruiting
- Accept Botox injunction three months before recruiting
- Unstable Seizure
Sites / Locations
- Department of Rehabilitation, Chang Gung Memorial Hospital-Kaohsiung Medical Center, Kaohsiung, Taiwan
Arms of the Study
Arm 1
Arm 2
Arm Type
Experimental
Placebo Comparator
Arm Label
Kinect
Traditional
Arm Description
Receive computer games training for 30 minutes and 30 minutes traditional OT.There are 3 sections for 1 week; the intervention period will be 8 weeks.
The control group will receive traditional OT for 1 hour. There are 3 sections for 1 week; the intervention period will be 8 weeks.
Outcomes
Primary Outcome Measures
Change from Baseline in Melbourme Assessment Scales
Secondary Outcome Measures
Change from Baseline in Quality of Upper Extremity Skills Test
Change from Baseline in Motor-free perceptual assessment
Change from Baseline in ABILHAND-kids
Change from Baseline in Box and Block Test
Change from Baseline in Cerebral Palsy Quality of Life for Children (CP QOL-Child) questionnaire
Change from Baseline in Visual analogue scale
Full Information
NCT ID
NCT02364245
First Posted
January 26, 2015
Last Updated
August 1, 2016
Sponsor
Chang Gung Memorial Hospital
1. Study Identification
Unique Protocol Identification Number
NCT02364245
Brief Title
Evaluation the Feasibility and Effects of Kinect-based Computer Games as UE Training Tool in Cerebral Palsy Children
Official Title
Design and Evaluation the Feasibility, Effects of Kinect-based Computer Games as Upper Extremity Training Tool in Children With Cerebral Palsy
Study Type
Interventional
2. Study Status
Record Verification Date
November 2014
Overall Recruitment Status
Completed
Study Start Date
November 2014 (undefined)
Primary Completion Date
July 2016 (Actual)
Study Completion Date
July 2016 (Actual)
3. Sponsor/Collaborators
Responsible Party, by Official Title
Sponsor
Name of the Sponsor
Chang Gung Memorial Hospital
4. Oversight
Data Monitoring Committee
Yes
5. Study Description
Brief Summary
The purpose of this study is to design and evaluation the feasibility, effects of Kinect-based Computer Games as Upper Extremity Training Tool in Children with Cerebral Palsy.
Detailed Description
Background Children with cerebral palsy (CP) usually have various limitations in function of their upper limbs. Upper limbs function training is one of the important issues in CP rehabilitation. There is a growing interest in rehabilitation specialists to integrate commercialized interactive computer play into rehabilitation programs. According to the literature research, commercialized interactive computer play could improve speed and quality of movement, for hand or upper limb function, the results were mixed. The investigators think the interactive computer play could be feasible in upper limb training among children with CP. However, the investigators should integrate the rehabilitation training concept to the computer playing in order to get better outcome from such training. The electronic experts and rehabilitation experts should work together to reach the goal. Therefore, the aims of this study are 1.to design Kinect computer games as the rehabilitation training tool for upper limbs of children with CP, 2. to assess the feasibility and effects of the Kinect computer games.
Methods The investigators will spend around nine months to design the computer games. The investigators will search from the internet to download the computer games which are with no copy-right issue. The investigators will use Kinect sensor to catch the child's motion. The rehabilitation team will choose several upper limb motions which are common used in training for children with CP. Then Professor Chang's team will modify the software design to make those target motions to be the game control actions.When a prototype game is created, the investigators will invite two to four children with CP to pilot test the game. The game design will be completed till children and therapists satisfy the design.
Within one year and three months the investigators will do a randomized control trial to compare the effects between the Kinect games and traditional occupational therapy (OT) in the upper limb function of children in CP. The investigators will recruit 30 children and randomize them into two groups.
In each intervention section the intervention group will receive computer games training for 30 minutes and 30 minutes traditional OT. The control group will receive traditional OT for 1 hour. There are 3 sections for 1 week; the intervention period will be 8 weeks.
Statistic methods Inter-group differences in baseline characteristics were evaluated using an independent t tests or Wilcoxon rank sum tests or χ2 analysis. Analysis of variance with repeated measures was used to determine the effects of intervention on each dependent variable. Model effects were group, time, and their interaction.
6. Conditions and Keywords
Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
Cerebral Palsy
Keywords
Cerebral Palsy., Upper Extremity, Kinect, Virtual reality
7. Study Design
Primary Purpose
Treatment
Study Phase
Not Applicable
Interventional Study Model
Single Group Assignment
Masking
Outcomes Assessor
Allocation
Randomized
Enrollment
13 (Actual)
8. Arms, Groups, and Interventions
Arm Title
Kinect
Arm Type
Experimental
Arm Description
Receive computer games training for 30 minutes and 30 minutes traditional OT.There are 3 sections for 1 week; the intervention period will be 8 weeks.
Arm Title
Traditional
Arm Type
Placebo Comparator
Arm Description
The control group will receive traditional OT for 1 hour. There are 3 sections for 1 week; the intervention period will be 8 weeks.
Intervention Type
Device
Intervention Name(s)
Kinect
Intervention Description
Receive computer games training for 30 minutes. There are 3 sections for 1 week; the intervention period will be 8 weeks.
Intervention Type
Other
Intervention Name(s)
Traditional OT(30 Mins)
Intervention Description
Receive Traditional Occupational Therapy training for 30 minutes. There are 3 sections for 1 week; the intervention period will be 8 weeks.
Intervention Type
Other
Intervention Name(s)
Traditional OT(60 Mins)
Intervention Description
Receive Traditional Occupational Therapy training for 60 minutes. There are 3 sections for 1 week; the intervention period will be 8 weeks.
Primary Outcome Measure Information:
Title
Change from Baseline in Melbourme Assessment Scales
Time Frame
Children will be assesed at 8 weeks and 16 weeks
Secondary Outcome Measure Information:
Title
Change from Baseline in Quality of Upper Extremity Skills Test
Time Frame
Children will be assesed at 8 weeks and 16 weeks
Title
Change from Baseline in Motor-free perceptual assessment
Time Frame
Children will be assesed at 8 weeks and 16 weeks
Title
Change from Baseline in ABILHAND-kids
Time Frame
Children will be assesed at 8 weeks and 16 weeks
Title
Change from Baseline in Box and Block Test
Time Frame
Children will be assesed at 8 weeks and 16 weeks
Title
Change from Baseline in Cerebral Palsy Quality of Life for Children (CP QOL-Child) questionnaire
Time Frame
Children will be assesed at 8 weeks and 16 weeks
Title
Change from Baseline in Visual analogue scale
Time Frame
Children will be assesed at 8 weeks and 16 weeks
10. Eligibility
Sex
All
Minimum Age & Unit of Time
4 Years
Maximum Age & Unit of Time
12 Years
Accepts Healthy Volunteers
Accepts Healthy Volunteers
Eligibility Criteria
Inclusion Criteria:
Cerebral Palsy
4-12 years old
Cognition ability is good for evaluation and training
Affected side: Manual ability classification system(MACS) I-III
Exclusion Criteria:
Accept Upper Extremity surgery before recruiting
Accept Botox injunction three months before recruiting
Unstable Seizure
Overall Study Officials:
First Name & Middle Initial & Last Name & Degree
Jen-Wen Hung, MD
Organizational Affiliation
Department of Rehabilitation, Chang Gung Memorial Hospital-Kaohsiung Medical Center, Kaohsiung, Taiwan
Official's Role
Principal Investigator
Facility Information:
Facility Name
Department of Rehabilitation, Chang Gung Memorial Hospital-Kaohsiung Medical Center, Kaohsiung, Taiwan
City
Kaohsiung
ZIP/Postal Code
833
Country
Taiwan
12. IPD Sharing Statement
Plan to Share IPD
No
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Evaluation the Feasibility and Effects of Kinect-based Computer Games as UE Training Tool in Cerebral Palsy Children
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