Trial Outcomes & Findings for VR Cognitive Rehabiliation for Pediatric TBI (NCT NCT04526639)
NCT ID: NCT04526639
Last Updated: 2025-10-16
Results Overview
Performance-based executive function assessment Task in the virtual reality environment built by the research team. There are three tasks within this measurement, each transformed into a z score and summed up to serve as the total score for this measure. A Z-score of 0 in each task represents the sample mean. Higher values represent a better outcome for this measure.
COMPLETED
NA
14 participants
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)
2025-10-16
Participant Flow
14 participants were recruited during 9/2021 and 8/2024 from two participating sites: Spaulding Rehabilitation Hospital and Kennedy Krieger Institute
Participant milestones
| Measure |
Virtual Reality Games for Training Executive Functions
Virtual Reality games for training three core executive functions
|
Control VR Game on Playground
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
|
|---|---|---|
|
Overall Study
STARTED
|
7
|
7
|
|
Overall Study
COMPLETED
|
7
|
7
|
|
Overall Study
NOT COMPLETED
|
0
|
0
|
Reasons for withdrawal
Withdrawal data not reported
Baseline Characteristics
VR Cognitive Rehabiliation for Pediatric TBI
Baseline characteristics by cohort
| Measure |
Virtual Reality Games for Training Executive Functions
n=7 Participants
Virtual Reality games for training three core executive functions
|
Control VR Game on Playground
n=7 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
|
Total
n=14 Participants
Total of all reporting groups
|
|---|---|---|---|
|
Age, Continuous
|
12.43 Years
STANDARD_DEVIATION 1.99 • n=5 Participants
|
13.57 Years
STANDARD_DEVIATION 4.20 • n=7 Participants
|
13.00 Years
STANDARD_DEVIATION 3.21 • n=5 Participants
|
|
Sex: Female, Male
Female
|
1 Participants
n=5 Participants
|
2 Participants
n=7 Participants
|
3 Participants
n=5 Participants
|
|
Sex: Female, Male
Male
|
6 Participants
n=5 Participants
|
5 Participants
n=7 Participants
|
11 Participants
n=5 Participants
|
|
Race/Ethnicity, Customized
White
|
6 Participants
n=5 Participants
|
4 Participants
n=7 Participants
|
10 Participants
n=5 Participants
|
|
Race/Ethnicity, Customized
Black
|
1 Participants
n=5 Participants
|
2 Participants
n=7 Participants
|
3 Participants
n=5 Participants
|
|
Race/Ethnicity, Customized
More than One Race
|
0 Participants
n=5 Participants
|
1 Participants
n=7 Participants
|
1 Participants
n=5 Participants
|
|
TBI Severity
Mild Complicated TBI
|
3 Participants
n=5 Participants
|
2 Participants
n=7 Participants
|
5 Participants
n=5 Participants
|
|
TBI Severity
Moderate/Severe TBI
|
4 Participants
n=5 Participants
|
5 Participants
n=7 Participants
|
9 Participants
n=5 Participants
|
|
Injury Recency
|
73.75 Days
STANDARD_DEVIATION 25.62 • n=5 Participants
|
129.50 Days
STANDARD_DEVIATION 156.64 • n=7 Participants
|
101.62 Days
STANDARD_DEVIATION 108.10 • n=5 Participants
|
PRIMARY outcome
Timeframe: 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)Population: Some participants did not have complete/valid data points for baseline, post, or follow-up visits on this outcome and thus excluded from analysis.
Performance-based executive function assessment Task in the virtual reality environment built by the research team. There are three tasks within this measurement, each transformed into a z score and summed up to serve as the total score for this measure. A Z-score of 0 in each task represents the sample mean. Higher values represent a better outcome for this measure.
Outcome measures
| Measure |
Virtual Reality Games for Training Executive Functions
n=6 Participants
Virtual Reality games for training three core executive functions
|
Control VR Game on Playground
n=7 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
|
|---|---|---|
|
VR-based EF Assessment Task
Post Intervention
|
1.41 Z-Score
Standard Deviation 0.77
|
1.53 Z-Score
Standard Deviation 0.46
|
|
VR-based EF Assessment Task
Follow Up
|
1.71 Z-Score
Standard Deviation 0.59
|
1.82 Z-Score
Standard Deviation 0.06
|
|
VR-based EF Assessment Task
Pre Intervention
|
1.15 Z-Score
Standard Deviation 0.55
|
1.15 Z-Score
Standard Deviation 0.34
|
SECONDARY outcome
Timeframe: 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)Population: Some participants did not have complete/valid data points for baseline, post, or follow-up visits on this outcome and thus excluded from analysis.
Performance-based executive functions tested by three tasks in the NIH Toolbox Cognition Battery: Dimensional Change Card Sort Test, List Sorting Working Memory Test, and Flanker Inhibitory Control and Attention Test. Scores of each task were computed as age-corrected standard scores automatically by the iPad app of the NIH Toolbox Cognition Battery. Each age-corrected standard score is a z-score with a mean of 100 and standard deviation of 15. Total scores are the mean of all three task age-corrected standard scores. Higher scores represent better outcomes.
Outcome measures
| Measure |
Virtual Reality Games for Training Executive Functions
n=6 Participants
Virtual Reality games for training three core executive functions
|
Control VR Game on Playground
n=6 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
|
|---|---|---|
|
NIH Toolbox Cognition Battery
Post Intervention
|
91.11 Z-score
Standard Deviation 11.83
|
90.87 Z-score
Standard Deviation 11.25
|
|
NIH Toolbox Cognition Battery
Follow Up
|
90.87 Z-score
Standard Deviation 11.25
|
88.83 Z-score
Standard Deviation 20.06
|
|
NIH Toolbox Cognition Battery
Pre Intervention
|
87.67 Z-score
Standard Deviation 10.26
|
83.56 Z-score
Standard Deviation 12.59
|
SECONDARY outcome
Timeframe: Follow-Up (up to 6 months after completion of intervention)Population: Some participants did not have complete/valid data points for baseline, post, or follow-up visits on this outcome and thus excluded from analysis.
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
Outcome measures
| Measure |
Virtual Reality Games for Training Executive Functions
n=5 Participants
Virtual Reality games for training three core executive functions
|
Control VR Game on Playground
n=4 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
|
|---|---|---|
|
Report-based EF Skills
Parent Report
|
52.00 Points
Standard Deviation 6.82
|
50.25 Points
Standard Deviation 8.81
|
|
Report-based EF Skills
Child Report
|
51.75 Points
Standard Deviation 12.42
|
49.67 Points
Standard Deviation 4.51
|
SECONDARY outcome
Timeframe: Follow-Up (up to 6 months after completion of intervention)Population: Some participants did not have complete/valid data points for baseline, post, or follow-up visits on this outcome and thus excluded from analysis.
23-item PedsQL (Pediatric Quality of Life) Generic Core Scales were designed to measure the core dimensions of health as delineated by the World Health Organization, as well as role (school) functioning. The current study uses its total scores, which is the sum of all 23 items and ranges from 0-100 after transformation. Higher scores indicate better quality of life.
Outcome measures
| Measure |
Virtual Reality Games for Training Executive Functions
n=5 Participants
Virtual Reality games for training three core executive functions
|
Control VR Game on Playground
n=4 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
|
|---|---|---|
|
Health-related Quality of Life
Parent Report
|
78.88 units on a scale
Standard Deviation 20.89
|
75.54 units on a scale
Standard Deviation 8.76
|
|
Health-related Quality of Life
Child Report
|
75.90 units on a scale
Standard Deviation 13.49
|
70.67 units on a scale
Standard Deviation 4.64
|
OTHER_PRE_SPECIFIED outcome
Timeframe: Post-Intervention, up to 2 weeksSimulator Sickness Questionnaire, 0-3, higher scores indicate higher levels of motion sickness
Outcome measures
| Measure |
Virtual Reality Games for Training Executive Functions
n=6 Participants
Virtual Reality games for training three core executive functions
|
Control VR Game on Playground
n=6 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
|
|---|---|---|
|
Motion Sickness
|
0.09 Points
Standard Deviation 0.13
|
0.24 Points
Standard Deviation 0.26
|
OTHER_PRE_SPECIFIED outcome
Timeframe: Post-Intervention, up to 2 weeksBorg Perceived Exertion Scale (6-26, higher score indicates greater exertion)
Outcome measures
| Measure |
Virtual Reality Games for Training Executive Functions
n=6 Participants
Virtual Reality games for training three core executive functions
|
Control VR Game on Playground
n=6 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
|
|---|---|---|
|
Perceived Exertion
|
7.38 Points
Standard Deviation 1.24
|
9.71 Points
Standard Deviation 5.06
|
OTHER_PRE_SPECIFIED outcome
Timeframe: Post-Intervention, up to 2 weeksVR User Feedback Survey providing subjective feedback on the VR intervention (1-5, higher scores indicate better VR experience)
Outcome measures
| Measure |
Virtual Reality Games for Training Executive Functions
n=6 Participants
Virtual Reality games for training three core executive functions
|
Control VR Game on Playground
n=6 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
|
|---|---|---|
|
Perceived VR Experience
VR Quality
|
2.50 Points
Standard Deviation 1.05
|
3.08 Points
Standard Deviation 1.28
|
|
Perceived VR Experience
Pleasure
|
3.25 Points
Standard Deviation 1.33
|
3.92 Points
Standard Deviation 1.02
|
|
Perceived VR Experience
motivation-Like to use VR again
|
3.17 Points
Standard Deviation 0.93
|
3.92 Points
Standard Deviation 1.20
|
|
Perceived VR Experience
motivation-use VR in future
|
2.83 Points
Standard Deviation 1.37
|
3.37 Points
Standard Deviation 1.21
|
|
Perceived VR Experience
motivation-use VR in therapies
|
3.42 Points
Standard Deviation 1.56
|
3.50 Points
Standard Deviation 1.52
|
|
Perceived VR Experience
motivation-attend
|
3.08 Points
Standard Deviation 1.50
|
3.00 Points
Standard Deviation 1.67
|
Adverse Events
Virtual Reality Games for Training Executive Functions
Control VR Game on Playground
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place