Effects of VR in Children With DCD: Randomized Controlled Trial
NCT ID: NCT06246318
Last Updated: 2024-04-05
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
48 participants
INTERVENTIONAL
2024-01-25
2024-04-02
Brief Summary
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The hypotheses on which the study proposal is based are as follows:
1. H0: VR application has no effect on motor skills in children with DCD. H1: VR application has an effect on motor skills in children with DCD.
2. H0: VR application has no effect on cognitive skills in children with DCD. H1: VR application has an effect on cognitive skills in children with DCD.
3. H0: VR application has no effect on sensory-perception skills in children with DCD.
H1: VR application has an effect on sensory-perception skills in children with DCD.
4. H0: VR application has no effect on the functional independence levels in daily living activities in children with DCD.
H1: VR application has an effect on the functional independence levels in daily living activities in children with DCD.
5. H0: VR application has no effect on participation levels in children with DCD. H1: VR application has an effect on participation levels in children with DCD.
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Detailed Description
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* To determine the gross motor skill levels of children with DCD and to obtain the effect of VR application on gross motor skill levels.
* To determine the executive function skill levels of children with DCD and to obtain the effect of VR application on executive function skill levels.
* To determine the sensory-perception skill levels of children with DCD and to obtain the effect of VR application on sensory-perception skill levels.
* To determine the functional independence of children with DCD in daily life and to obtain the effect of VR application on their functional independence levels.
* It is aimed to determine the participation levels of children with DCD and to obtain the effect of VR application on their participation levels.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
SINGLE
Study Groups
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virtual reality plus conventional occupational therapy
Virtual reality will be given to the study group in addition to the conventional occupational therapy program.
Nintendo Wii Fit Plus will be used as the virtual reality method in the research.
virtual reality
The virtual reality protocol here is based on perceptual-motor activities, supported by Nintendo Wii resources. The user will be able to control a game character in a virtual environment using a remote control with a motion sensor. Wii Fit Plus requires the use of the Wii Balance Board that the player stands on during gameplay. The Wii Balance Board is not a wobbly balance board, but is able to detect and track the user's center of balance, a feature used extensively in the game. Wii Fit Plus includes more than 40 activities including yoga, strength training, aerobics and balance games. During the virtual reality application, different games will be preferred in each session depending on the duration of the games. Virtual reality application will be carried out in a corner prepared for virtual reality application in the room where the conventional occupational therapy session is held. Families have the right to observe and attend all sessions whenever they wish.
conventional occupational therapy
Sensory integration and gross motor training approaches will be used in the conventional occupational therapy program. A manualized protocol based on Ayres sensory integration principles will be followed (Schaaf et al., 2012). The intervention will be carried out by a licensed occupational therapist trained in sensory integration.
This approach suggests that if a child engages in individually adapted sensorimotor activities, the nervous system is better able to modulate, organize, and integrate sensory information and is also more likely to use sensory information in adaptive ways (Ayres, 1972). Components of the intervention include a sensory-rich, playful, child-centered approach, providing a decision challenge, and facilitating increasingly complex adaptive behaviors by engaging the child in individually tailored, developmentally appropriate play interactions
conventional occupational therapy
This is a control group. Sensory integration and gross motor training approaches are used in the conventional occupational therapy program.
conventional occupational therapy
Sensory integration and gross motor training approaches will be used in the conventional occupational therapy program. A manualized protocol based on Ayres sensory integration principles will be followed (Schaaf et al., 2012). The intervention will be carried out by a licensed occupational therapist trained in sensory integration.
This approach suggests that if a child engages in individually adapted sensorimotor activities, the nervous system is better able to modulate, organize, and integrate sensory information and is also more likely to use sensory information in adaptive ways (Ayres, 1972). Components of the intervention include a sensory-rich, playful, child-centered approach, providing a decision challenge, and facilitating increasingly complex adaptive behaviors by engaging the child in individually tailored, developmentally appropriate play interactions
Interventions
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virtual reality
The virtual reality protocol here is based on perceptual-motor activities, supported by Nintendo Wii resources. The user will be able to control a game character in a virtual environment using a remote control with a motion sensor. Wii Fit Plus requires the use of the Wii Balance Board that the player stands on during gameplay. The Wii Balance Board is not a wobbly balance board, but is able to detect and track the user's center of balance, a feature used extensively in the game. Wii Fit Plus includes more than 40 activities including yoga, strength training, aerobics and balance games. During the virtual reality application, different games will be preferred in each session depending on the duration of the games. Virtual reality application will be carried out in a corner prepared for virtual reality application in the room where the conventional occupational therapy session is held. Families have the right to observe and attend all sessions whenever they wish.
conventional occupational therapy
Sensory integration and gross motor training approaches will be used in the conventional occupational therapy program. A manualized protocol based on Ayres sensory integration principles will be followed (Schaaf et al., 2012). The intervention will be carried out by a licensed occupational therapist trained in sensory integration.
This approach suggests that if a child engages in individually adapted sensorimotor activities, the nervous system is better able to modulate, organize, and integrate sensory information and is also more likely to use sensory information in adaptive ways (Ayres, 1972). Components of the intervention include a sensory-rich, playful, child-centered approach, providing a decision challenge, and facilitating increasingly complex adaptive behaviors by engaging the child in individually tailored, developmentally appropriate play interactions
Eligibility Criteria
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Inclusion Criteria
* It is to get 15-46 points from the Developmental Coordination Disorder Questionnaire for ages 5-7 and 15-55 points for ages 8.
Exclusion Criteria
* have vision (other than glasses) or hearing problems,
* Children with any neurological disorder will not be included in the study.
5 Years
8 Years
ALL
No
Sponsors
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Hacettepe University
OTHER
Responsible Party
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ZEYNEP KOLİT
Principal Investigator
Principal Investigators
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zeynep kolit, MSc
Role: PRINCIPAL_INVESTIGATOR
Hacettepe University
Sedef şahin, PhD
Role: STUDY_DIRECTOR
Hacettepe University
Locations
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Hacettepe University
Ankara, Sıhhiye, Turkey (Türkiye)
Countries
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Other Identifiers
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VR24
Identifier Type: -
Identifier Source: org_study_id
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