Effect of Exergame Program Structured Via Analytic Hierarchy Process on Trunk Control and Upper Extremity Functionality
NCT ID: NCT04802655
Last Updated: 2023-10-19
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
NA
25 participants
INTERVENTIONAL
2021-03-11
2023-07-15
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
DOUBLE
Study Groups
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Exergame Group (EG)
In addition to routine NDT training, Structured Exergame Program for upper extremity and trunk control will be applied in this group. Xbox one - Kinect supported video games will be selected for video-game based exergame program. The Video games to be included in the Exergame program will be selected by Analytical Hierarchy Process. Program will consist 40 minutes of exergame sessions and 15 sessions total. Sessions will be applied 2 times a week, and It is planned to complete in 8 weeks.
Video-game based exercise - Exergame
Selected Kinect compatible video games from Microsoft Xbox one will be applied in this group. Four video games will be selected for a session (each game will last 10 mins). Video games are active video games which participants have to use their body parts in order to control games.
Activity Based Exercise Group (AG)
In addition to routine NDT training, Goal Directed Activity Based Exercises for upper extremity and trunk will be applied to this group. Program will consist 40 minutes of exergame sessions and 15 sessions total. Sessions will be applied 2 times a week, and It is planned to complete in 8 weeks.
Activity Based Exercise Group (AG)
Task-oriented exercises to be performed in standing and sitting positions, including upper extremity and trunk, will be applied to the activity-based exercise group in addition to routine NDT training. Examples for activities; stepping and putting stickers on the wall, treading the play dough placed on a step board within one leg stance; reach-grasp activities progressively from sitting to standing, throwing and catching balls on a balance board.
Interventions
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Video-game based exercise - Exergame
Selected Kinect compatible video games from Microsoft Xbox one will be applied in this group. Four video games will be selected for a session (each game will last 10 mins). Video games are active video games which participants have to use their body parts in order to control games.
Activity Based Exercise Group (AG)
Task-oriented exercises to be performed in standing and sitting positions, including upper extremity and trunk, will be applied to the activity-based exercise group in addition to routine NDT training. Examples for activities; stepping and putting stickers on the wall, treading the play dough placed on a step board within one leg stance; reach-grasp activities progressively from sitting to standing, throwing and catching balls on a balance board.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* Gross Motor Level should be in between I-III according to Gross Motor Function Classification System (GMFCS)
* Manual ability levels should be in between I-IV according to Manual Abilities Classification System (MACS)
* No Botulinum toxin injections 6 months prior to study
Exclusion Criteria
* Having communication problems
* Having secondary cognitive-behavioral problems addition to cerebral palsy (intellectual disability)
6 Years
14 Years
ALL
No
Sponsors
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Ahmet Emir
OTHER
Responsible Party
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Ahmet Emir
Lecturer
Principal Investigators
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Ahmet Emir, Msc
Role: PRINCIPAL_INVESTIGATOR
Medipol University
Locations
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Istanbul Medipol University
Istanbul, Beykoz, Turkey (Türkiye)
Countries
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Other Identifiers
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E-10840098-772.02-65173
Identifier Type: -
Identifier Source: org_study_id
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