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VR Cognitive Rehabiliation for Pediatric TBI

Primary Purpose

TBI (Traumatic Brain Injury)

Status
Recruiting
Phase
Not Applicable
Locations
United States
Study Type
Interventional
Intervention
Virtual Reality-based Interactive Cognitive Training Program
Placebo Virtual Reality Game
Sponsored by
University of Massachusetts, Lowell
About
Eligibility
Locations
Arms
Outcomes
Full info

About this trial

This is an interventional treatment trial for TBI (Traumatic Brain Injury)

Eligibility Criteria

undefined - 18 Years (Child, Adult)All SexesDoes not accept healthy volunteers

Inclusion Criteria:

  1. diagnosed with TBI within the past 12 months and under 18 years at the time of injury;
  2. lowest post-resuscitation Glasgow Coma Scale (GCS)=9-12 (moderate TBI) or GCS=3 8 (severe TBI);
  3. fluent in English; and 4) Score <28 on the Agitated Behavior Scale (if available).

Exclusion Criteria:

  1. comorbidities or premorbid disorders that prevent proper administration of VR and study measures,
  2. restriction from using electronic devices,
  3. post-injury seizure activity.

Sites / Locations

  • Kennedy Krieger InstituteRecruiting
  • Spaulding Rehabilitation HospitalRecruiting

Arms of the Study

Arm 1

Arm 2

Arm Type

Experimental

Placebo Comparator

Arm Label

Virtual Reality games for training executive functions

Control VR Game on Playground

Arm Description

Virtual Reality games for training three core executive functions

A relaxing virtual reality game for control group to play in VR playground without training their executive functions

Outcomes

Primary Outcome Measures

Changes in Performance-based EF in VR
VR-based EF Assessment Task

Secondary Outcome Measures

Changes in Performance-based EF on Standard Lab Task
NIH Toolbox Cognition Battery
Report-based EF skills
Behavior Rating Inventory of Executive Function 2; T scores are used (M = 50, SD = 10, no lower/upper limit), T scores from 60 to 64 are considered mildly elevated, and T scores from 65 to 69 are considered potentially clinically elevated. T scores at or above 70 are considered clinically elevated
Daily EF skills
Brief Daily Survey on self-reported EF skills using ecological momentary assessment
Health-related quality of life
23-item PedsQL Generic Core Scales (0-100 after transformation, higher scores indicate better quality of life)

Full Information

First Posted
August 18, 2020
Last Updated
August 30, 2023
Sponsor
University of Massachusetts, Lowell
Collaborators
Spaulding Rehabilitation Hospital, Hugo W. Moser Research Institute at Kennedy Krieger, Inc.
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1. Study Identification

Unique Protocol Identification Number
NCT04526639
Brief Title
VR Cognitive Rehabiliation for Pediatric TBI
Official Title
Virtual Reality-based Rehabilitation for Pediatric TBI (R00 Phase)
Study Type
Interventional

2. Study Status

Record Verification Date
August 2023
Overall Recruitment Status
Recruiting
Study Start Date
September 3, 2021 (Actual)
Primary Completion Date
August 31, 2024 (Anticipated)
Study Completion Date
August 31, 2024 (Anticipated)

3. Sponsor/Collaborators

Responsible Party, by Official Title
Principal Investigator
Name of the Sponsor
University of Massachusetts, Lowell
Collaborators
Spaulding Rehabilitation Hospital, Hugo W. Moser Research Institute at Kennedy Krieger, Inc.

4. Oversight

Studies a U.S. FDA-regulated Drug Product
No
Studies a U.S. FDA-regulated Device Product
No
Data Monitoring Committee
No

5. Study Description

Brief Summary
Childhood traumatic brain injury (TBI) poses significant impairment in children's executive functions (EFs) for moderate to severe injuries, yet interventions specifically designed for children's EF rehabilitation post-TBI and rigorous clinical trials to establish the efficacy of such interventions remain unavailable. In this study, the investigators will conduct a randomized clinical trial to evaluate the efficacy of a novel virtual reality (VR)-based training program for EF rehabilitation for childhood TBI.
Detailed Description
Traumatic brain injury (TBI) is a leading cause of acquired disability in U.S. children, with an estimated 700,000 cases every year, presenting in 75% of children with trauma and accounting for 70% of deaths from childhood trauma. Childhood TBIs often result in significant impairment in cognitive functions,1 particularly in core executive functions (EFs) due to the vulnerability of the frontal lobes, especially after a moderate to severe TBI. Core EF is composed of three skills: inhibitory control, working memory, and cognitive flexibility. These skills are associated with impaired EF behaviors, increased attention problems, and lower health-related quality-of-life (HRQOL). However, evidence-based EF rehabilitation programs are lacking. Although a combination of diverse cognitive interventions may improve children's EF, limited affordability, accessibility, adherence, and generalizability hamper clinically adapting and implementing such interventions in the rehabilitation setting. Virtual reality (VR) offers an exciting alternative strategy for EF rehabilitation of childhood TBI due to its flexibility, accessibility, and immersive experiences in three dimensions. These properties may increase adherence to training and foster an enhanced transfer of learned EF skills to untrained tasks in everyday life. Thus far, rigor-ous randomized clinical trials (RCTs) have not been conducted to establish the efficacy of VR-based EF reha-bilitation for childhood TBI. The overall goal of the project is to assess the efficacy of a novel VR-based interactive cognitive training (VICT) program for EF rehabilitation in children with TBI with the following aims: Aim 1. Examine VICT's efficacy in improving core and daily EF skills among children with TBI. Hypothesis 1.1: Children in the intervention group will show enhanced improvement over controls in trained VR-based EF tasks and untrained NIH Toolbox tasks from baseline to post-intervention and follow-up visits; Hypothesis 1.2: The intervention group will show better reported daily EF than controls at the follow-up visit; Hypothesis 1.3: Children in the intervention group will show faster improvement than controls in daily-reported EF skills between post-intervention and follow-up visits. Aim 2. Examine VICT's efficacy in reducing attentional problems among children with TBI. Hypothesis 2.1: Children in the intervention group will show a greater reduction in attentional problems as measured by testing on the Conners Continuous Performance Test 3rd Edition™ (Conners CPT 3TM) from baseline to the post-intervention and follow-up visits than controls; Hypothesis 2.2: Children in the intervention group will show fewer everyday attentional problems on the Be-havior Assessment System for Children 3rd Ed (BASC-3) self- and parent-ratings of attention at the follow-up visit than controls; Hypothesis 2.3: The direct effect of the VICT program in reducing attention problems will be mediated by children's EF behaviors as measured by the Behavior Rating Inventory of Executive Function, Second Edition (BRIEF2) at the follow-up visit. Aim 3. Examine VICT's efficacy in improving HRQOL among children with TBI. Hypothesis 3.1: The intervention group will show higher levels of reported HRQOL than controls at follow-up; Hypothesis 3.2: The direct effect of the VICT program on HRQOL at follow-up will be mediated by children's EF skills and ratings of EF behaviors and attention at the post-intervention and follow-up visits.

6. Conditions and Keywords

Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
TBI (Traumatic Brain Injury)

7. Study Design

Primary Purpose
Treatment
Study Phase
Not Applicable
Interventional Study Model
Parallel Assignment
Masking
ParticipantCare ProviderOutcomes Assessor
Allocation
Randomized
Enrollment
32 (Anticipated)

8. Arms, Groups, and Interventions

Arm Title
Virtual Reality games for training executive functions
Arm Type
Experimental
Arm Description
Virtual Reality games for training three core executive functions
Arm Title
Control VR Game on Playground
Arm Type
Placebo Comparator
Arm Description
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
Intervention Type
Behavioral
Intervention Name(s)
Virtual Reality-based Interactive Cognitive Training Program
Intervention Description
Three virtual reality-based games designed to train inhibitory control, working memory, and cognitive flexibility among children with TBI
Intervention Type
Behavioral
Intervention Name(s)
Placebo Virtual Reality Game
Intervention Description
A virtual playground for control group to interact without training executive functions
Primary Outcome Measure Information:
Title
Changes in Performance-based EF in VR
Description
VR-based EF Assessment Task
Time Frame
Baseline (at recruitment/before intervention), Post-Intervention (after completion of intervention, up to 2 weeks), Follow-Up (up to 6 months after completion of intervention)
Secondary Outcome Measure Information:
Title
Changes in Performance-based EF on Standard Lab Task
Description
NIH Toolbox Cognition Battery
Time Frame
Baseline (at recruitment/before intervention), Post-Intervention (after completion of intervention, up to 2 weeks), Follow-Up (up to 6 months after completion of intervention)
Title
Report-based EF skills
Description
Behavior Rating Inventory of Executive Function 2; T scores are used (M = 50, SD = 10, no lower/upper limit), T scores from 60 to 64 are considered mildly elevated, and T scores from 65 to 69 are considered potentially clinically elevated. T scores at or above 70 are considered clinically elevated
Time Frame
Follow-Up (up to 6 months after completion of intervention)
Title
Daily EF skills
Description
Brief Daily Survey on self-reported EF skills using ecological momentary assessment
Time Frame
30 days between post-intervention assessment and follow-up assessment
Title
Health-related quality of life
Description
23-item PedsQL Generic Core Scales (0-100 after transformation, higher scores indicate better quality of life)
Time Frame
Follow-Up (up to 6 months after completion of intervention)
Other Pre-specified Outcome Measures:
Title
Motion Sickness
Description
Simulator Sickness Questionnaire, 0-3, higher scores indicate higher levels of motion sickness
Time Frame
Post-Intervention, up to 2 weeks
Title
Perceived Exertion
Description
Borg Perceived Exertion Scale (6-26, higher score indicates greater exertion)
Time Frame
Post-Intervention, up to 2 weeks
Title
Perceived VR Experience
Description
VR User Feedback Survey providing subjective feedback on the VR intervention (1-5, higher scores indicate better VR experience)
Time Frame
Post-Intervention, up to 2 weeks

10. Eligibility

Sex
All
Maximum Age & Unit of Time
18 Years
Accepts Healthy Volunteers
No
Eligibility Criteria
Inclusion Criteria: diagnosed with TBI within the past 12 months and under 18 years at the time of injury; fluent in English; and 3) Score <28 on the Agitated Behavior Scale (if available). Exclusion Criteria: comorbidities or premorbid disorders that prevent proper administration of VR and study measures, restriction from using electronic devices, post-injury seizure activity.
Central Contact Person:
First Name & Middle Initial & Last Name or Official Title & Degree
Jiabin Shen, PhD
Phone
978-934-3950
Email
jiabin_shen@uml.edu
Overall Study Officials:
First Name & Middle Initial & Last Name & Degree
Jiabin Shen, PhD
Organizational Affiliation
University of Massachusetts, Lowell
Official's Role
Principal Investigator
Facility Information:
Facility Name
Kennedy Krieger Institute
City
Baltimore
State/Province
Maryland
ZIP/Postal Code
21205
Country
United States
Individual Site Status
Recruiting
Facility Contact:
First Name & Middle Initial & Last Name & Degree
Tyler Busch
Email
BuschTA@kennedykrieger.org
First Name & Middle Initial & Last Name & Degree
Stacy Suskauer, MD
Facility Name
Spaulding Rehabilitation Hospital
City
Boston
State/Province
Massachusetts
ZIP/Postal Code
02114
Country
United States
Individual Site Status
Recruiting
Facility Contact:
First Name & Middle Initial & Last Name & Degree
Susan Quinn, MD
Phone
617-573-7000
Email
SSQUINN@mgh.harvard.edu

12. IPD Sharing Statement

Plan to Share IPD
Yes
IPD Sharing Plan Description
The de-identified datasets and associated documents will be deposited and made available to the public through NICHD Data and Specimen Hub (DASH). DASH has policies and procedures in place that are fully consistent with the NIH Data Sharing Policies and applicable laws and regulations. The final dataset will include demographic and clinical data associated with the nature and severity of patients' injuries, self/parent-reported psychological and behavioral data, performance data on cognitive outcomes. Submitted data will confirm with relevant data and terminology standards as well as policies at NIH, NICHD, and DASH.
IPD Sharing Time Frame
Data will be deposited to NICHD DASH within one year after the acceptance for publication of the main findings.
IPD Sharing Access Criteria
The data will be accessible to the public through NICHD DASH under a carefully-constructed and closely-monitored Data Use Agreement (DUA) following the NICHD DASH DUA template. This will ensure that requesters are (1) committed to using the data shared only for research purposes as approved by the requester's institutional IRB and not to identify any individual participant; (2) committed to securing the data shared using appropriate safety measures and computer technology; (3) committed to not redistribute the shared data to third parties not approved in the DUA, and (4) committed to destroying the data shared after analyses for the intended research are completed, among other measures to ensure the confidentiality of data and protection of subjects' privacy.

Learn more about this trial

VR Cognitive Rehabiliation for Pediatric TBI

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