Virtual Reality Training With Sensory Integration On The Gross Motor Functions Of Lower Limb
NCT ID: NCT04467385
Last Updated: 2020-07-13
Study Results
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Basic Information
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COMPLETED
NA
44 participants
INTERVENTIONAL
2019-06-15
2020-01-15
Brief Summary
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Detailed Description
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According to a study, sensory integration therapy had a measurable effect in children with spastic diplegic cerebral palsy who suffer from a sensory-motor deficit. A study observed the effects of sensory integration therapy in children with cerebral palsy and concluded that sensory integration therapy has a positive effect on gross motor function in spastic diplegic CP in sitting and standing positions. Whereas, the control group with only home exercise program showed no significant improvement.In 2018 compared the effects of rebound exercises and simple balance training on balance of spastic diplegic children. The assessments suggested that balance was improved in both groups but the group under study showed a significant difference and concluded that rebound exercises improve the balance and postural control. The past research records are evident that therapists have worked with either Virtual reality training or Sensory integration therapy for the rehabilitation of Spastic Diplegic children. The two protocols have not been complimented for rehabilitation. So the aim of this study is to observe and determine the combined effect of these two treatment protocols to get the results and improve the gross motor function in lower limbs of CP children.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
NONE
Study Groups
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Experimental Group
Virtual Reality training(VR) + Sensory Integration therapy + conventional therapy
VR training + Sensory Integration therapy + conventional therapy
After the baseline assessment,
* Coconut ShootersVR - 5 min/day
* Ninja flipVR - 5 min/day.
* Sensory integration training include Exercises on BOSU ball and mini-trampoline. It will involve:
* Passive bouncing with child standing with his/her feet shoulder width apart for 2.5 and 2.5 minutes on both.
* Active bouncing (the child bounces and therapist will control the rate) for 2.5 and 2.5 minutes on both.
* Mini-squat exercises with feet apart and feet together for 2.5 and 2.5 minutes on both.
* Conventional exercises include:
* passive stretching exercises for the hip flexors, hip adductors, hamstring, and calf muscle; stretching will be applied for 30 sec with 30 sec rest for each muscle group within pain limit.
* Strengthening of abdominal and back muscles, hip abductions and knee joint extensors and ankle dorsiflexors will be performed.
Control Group
VR training + conventional therapy
VR training + conventional therapy
After the baseline assessment,
* The Your Shape: Fitness Evolved 2012TM game is selected for VR training (walking and walking with obstacles) for 8 min
* Coconut ShootersVR - 8 min/day
* Ninja flipVR - 8 min/day
* Conventional Therapy - 20 min per day
* Passive stretching exercises for the hip flexors, hip adductors, hamstring, and calf muscle; stretching will be applied for 30 sec with 30 sec rest 3-5 times for each muscle group within pain limit.
* Strengthening of abdominal and back muscles, hip abductions and knee joint extensors and ankle dorsiflexors will be performed.
Interventions
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VR training + Sensory Integration therapy + conventional therapy
After the baseline assessment,
* Coconut ShootersVR - 5 min/day
* Ninja flipVR - 5 min/day.
* Sensory integration training include Exercises on BOSU ball and mini-trampoline. It will involve:
* Passive bouncing with child standing with his/her feet shoulder width apart for 2.5 and 2.5 minutes on both.
* Active bouncing (the child bounces and therapist will control the rate) for 2.5 and 2.5 minutes on both.
* Mini-squat exercises with feet apart and feet together for 2.5 and 2.5 minutes on both.
* Conventional exercises include:
* passive stretching exercises for the hip flexors, hip adductors, hamstring, and calf muscle; stretching will be applied for 30 sec with 30 sec rest for each muscle group within pain limit.
* Strengthening of abdominal and back muscles, hip abductions and knee joint extensors and ankle dorsiflexors will be performed.
VR training + conventional therapy
After the baseline assessment,
* The Your Shape: Fitness Evolved 2012TM game is selected for VR training (walking and walking with obstacles) for 8 min
* Coconut ShootersVR - 8 min/day
* Ninja flipVR - 8 min/day
* Conventional Therapy - 20 min per day
* Passive stretching exercises for the hip flexors, hip adductors, hamstring, and calf muscle; stretching will be applied for 30 sec with 30 sec rest 3-5 times for each muscle group within pain limit.
* Strengthening of abdominal and back muscles, hip abductions and knee joint extensors and ankle dorsiflexors will be performed.
Eligibility Criteria
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Inclusion Criteria
* Gross motor function classification system System (GMFCS) I - II
* Children can be independent Walking distance \>5 meters
* Spasticity of lower limb \< 3 ..
* A child able to understand command and can play VR games.
Exclusion Criteria
* Epilepsy
* Mental illness
* Mental retardation etc. cannot be matched with the completion of the experiment.
* Any history of taking anticonvulsant drugs or muscle relaxants.
5 Years
12 Years
ALL
Yes
Sponsors
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Riphah International University
OTHER
Responsible Party
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Principal Investigators
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Aruba Saeed, PHD*
Role: PRINCIPAL_INVESTIGATOR
Riphah International University
Locations
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Riphah International University
Islamabad, Federal, Pakistan
Countries
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References
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Bumin G, Kayihan H. Effectiveness of two different sensory-integration programmes for children with spastic diplegic cerebral palsy. Disabil Rehabil. 2001 Jun 15;23(9):394-9. doi: 10.1080/09638280010008843.
Lazzari RD, Politti F, Santos CA, Dumont AJ, Rezende FL, Grecco LA, Braun Ferreira LA, Oliveira CS. Effect of a single session of transcranial direct-current stimulation combined with virtual reality training on the balance of children with cerebral palsy: a randomized, controlled, double-blind trial. J Phys Ther Sci. 2015 Mar;27(3):763-8. doi: 10.1589/jpts.27.763. Epub 2015 Mar 31.
Bulekbayeva S, Daribayev Z, Ospanova S, Vento S. Cerebral palsy: a multidisciplinary, integrated approach is essential. Lancet Glob Health. 2017 Apr;5(4):e401. doi: 10.1016/S2214-109X(17)30082-7. No abstract available.
Bryanton C, Bosse J, Brien M, McLean J, McCormick A, Sveistrup H. Feasibility, motivation, and selective motor control: virtual reality compared to conventional home exercise in children with cerebral palsy. Cyberpsychol Behav. 2006 Apr;9(2):123-8. doi: 10.1089/cpb.2006.9.123.
Snider L, Majnemer A, Darsaklis V. Virtual reality as a therapeutic modality for children with cerebral palsy. Dev Neurorehabil. 2010;13(2):120-8. doi: 10.3109/17518420903357753.
Galli M, Cimolin V, Pau M, Leban B, Brunner R, Albertini G. Foot pressure distribution in children with cerebral palsy while standing. Res Dev Disabil. 2015 Jun-Jul;41-42:52-7. doi: 10.1016/j.ridd.2015.05.006. Epub 2015 Jun 6.
Ren K, Gong XM, Zhang R, Chen XH. [Effects of virtual reality training on limb movement in children with spastic diplegia cerebral palsy]. Zhongguo Dang Dai Er Ke Za Zhi. 2016 Oct;18(10):975-979. doi: 10.7499/j.issn.1008-8830.2016.10.011. Chinese.
Other Identifiers
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REC/00557 Sannia Batool
Identifier Type: -
Identifier Source: org_study_id
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