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Effects of Virtual Reality on Cerebral Palsy

Primary Purpose

Cerebral Palsy

Status
Completed
Phase
Not Applicable
Locations
Turkey
Study Type
Interventional
Intervention
Virtual Reality with Kinect
Conventional Occupational Therapy (COT)
Sponsored by
Hacettepe University
About
Eligibility
Locations
Arms
Outcomes
Full info

About this trial

This is an interventional treatment trial for Cerebral Palsy

Eligibility Criteria

7 Years - 12 Years (Child)All SexesDoes not accept healthy volunteers

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

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.

Sites / Locations

  • Hacettepe University

Arms of the Study

Arm 1

Arm 2

Arm Type

Experimental

Active Comparator

Arm Label

VR group

Control group

Arm Description

Enrolled into 12 week VR intervention with Microsoft Kinect (twice a week, for 45 minutes) and conventional occupational therapy.

Control group only received conventional occupational therapy for 12 weeks

Outcomes

Primary Outcome Measures

Change in Independence in Activities of Daily living (assessed with Abilhand-kids)
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
Change in motor proficiency( assessed with Bruninsk-Oseretsky Test of Motor Proficiency 2-Brief Form (BOT2-BF))
BOT2-BF is a test that evaluates motor proficiency and allows therapists to compare results with specified norm values

Secondary Outcome Measures

Full Information

First Posted
February 20, 2021
Last Updated
February 22, 2021
Sponsor
Hacettepe University
Collaborators
Uskudar University
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1. Study Identification

Unique Protocol Identification Number
NCT04768374
Brief Title
Effects of Virtual Reality on Cerebral Palsy
Official Title
Effects of Virtual Reality on Cerebral Palsy; A Single-blind, Randomized Control Study: 3 Months Follow-up
Study Type
Interventional

2. Study Status

Record Verification Date
February 2021
Overall Recruitment Status
Completed
Study Start Date
January 5, 2020 (Actual)
Primary Completion Date
March 15, 2020 (Actual)
Study Completion Date
March 20, 2020 (Actual)

3. Sponsor/Collaborators

Responsible Party, by Official Title
Principal Investigator
Name of the Sponsor
Hacettepe University
Collaborators
Uskudar University

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
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.

6. Conditions and Keywords

Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
Cerebral Palsy

7. Study Design

Primary Purpose
Treatment
Study Phase
Not Applicable
Interventional Study Model
Parallel Assignment
Masking
Participant
Allocation
Randomized
Enrollment
83 (Actual)

8. Arms, Groups, and Interventions

Arm Title
VR group
Arm Type
Experimental
Arm Description
Enrolled into 12 week VR intervention with Microsoft Kinect (twice a week, for 45 minutes) and conventional occupational therapy.
Arm Title
Control group
Arm Type
Active Comparator
Arm Description
Control group only received conventional occupational therapy for 12 weeks
Intervention Type
Other
Intervention Name(s)
Virtual Reality with Kinect
Intervention Description
In the study it was conducted a 12 week-intensive VR intervention (twice a week, 45 minutes each) and compared the results in the 12th week to investigate the effects of rehabilitation and follow-up assessments were made in the 16th and 24th weeks. From the beginning of the VR intervention, each game was played in equal durations by each participant. However, the difficulty of the games varied depending on the child's performance. Microsoft Kinect Games-Carnival Games was used as VR intervention. In meeting held with the authors to determine which games would be used in the VR program, 5 games were chosen and the remaining games were removed from the program because of their similar contents.
Intervention Type
Other
Intervention Name(s)
Conventional Occupational Therapy (COT)
Intervention Description
The COT based on neurodevelopmental treatment was carried out by the same occupational therapist. The treatment goals aimed at increasing the use of participant's extremities and improving the independence in ADL. The activities in the treatment were chosen in view of children's motor skills and daily living activities such as getting dressed, solving puzzles, and writing etc. Both groups received COT while the control group received COT only for 12 weeks.
Primary Outcome Measure Information:
Title
Change in Independence in Activities of Daily living (assessed with Abilhand-kids)
Description
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
Time Frame
Baseline, 12th week (end of intervention), 24th and 36th week(follow up)
Title
Change in motor proficiency( assessed with Bruninsk-Oseretsky Test of Motor Proficiency 2-Brief Form (BOT2-BF))
Description
BOT2-BF is a test that evaluates motor proficiency and allows therapists to compare results with specified norm values
Time Frame
Baseline, 12th week (end of intervention), 24th and 36th week(follow up)

10. Eligibility

Sex
All
Minimum Age & Unit of Time
7 Years
Maximum Age & Unit of Time
12 Years
Accepts Healthy Volunteers
No
Eligibility Criteria
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 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.
Facility Information:
Facility Name
Hacettepe University
City
Ankara
State/Province
Altındağ
Country
Turkey

12. IPD Sharing Statement

Plan to Share IPD
No

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Effects of Virtual Reality on Cerebral Palsy

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