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EFFECT OF VIRTUAL REALITY TRAINING ON BALANCE AND FUNCTIONALITY IN CHILDREN WITH CEREBRAL PALSY: A RANDOMIZED CONTROLLED TRIAL

Year 2023, Volume: 34 Issue: 1, 64 - 72, 20.04.2023
https://doi.org/10.21653/tjpr.1017679

Abstract

Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on balance and functionality in children with Cerebral Palsy.
Methods: Children with spastic Cerebral Palsy were randomly divided into the virtual reality training group (27 children, mean age: 9.2 years) and control group (25 children, mean age: 9.4 years). The virtual reality training group received virtual reality training using the XBox One Kinect gaming system and the control group received conventional physiotherapy training for eight weeks. The Pediatric Balance Scale, The Gross Motor Function Measurement-88, The Quality of Upper Extremity Skills Test, The Functional Reach Test, The Sit to Stand Test and The Pediatric Disability Evaluation Inventory were measured at baseline and after treatment sessions.
Results: Total motor function, upper extremity skills and balance in both groups improved after training (p < 0.05). A comparison between groups demonstrated that the improvements in upper extremity functions was greater in the control group than in the virtual reality training group (p < 0.05).
Conclusion: The results of our study showed that Kinect-based virtual reality training is beneficial in improving balance, motor function and upper extremity skills in children with Cerebral Palsy.

References

  • 1. Thorley M, Lannin N, Cusick A, Novak I, Boyd R.Reliability of the quality of upper extremity skills test for children with cerebral palsy aged 2 to 12 years. JP, pediatrics oti. 2012;32(1):4-21.
  • 2. Niiler TA. Assessing dynamic balance in children with cerebral palsy. JCp.2020:695-726.
  • 3. Opheim A, Jahnsen R, Olsson E, Stanghelle JK. Balance in relation to walking deterioration in adults with spastic bilateral cerebral palsy.JPT. 2012;92(2):279-88.
  • 4. Bonnechère B, Jansen B, Omelina L, Van Sint Jan SJ. The use of commercial video games in rehabilitation: a systematic review. Ijorr.2016;39(4):277-90.
  • 5. Chiu H-C, Ada L, Lee H-MJ. Upper limb training using Wii Sports Resort™ for children with hemiplegic cerebral palsy: a randomized, single-blind trial.Cr.2014;28(10):1015-24.
  • 6. Dinomais M, Veaux F, Yamaguchi T, Richard P, Richard I, Nguyen SJ.A new virtual reality tool for unilateral cerebral palsy rehabilitation: Two single-case studies. Dn. 2013;16(6):418-22.
  • 7. Jelsma J, Pronk M, Ferguson G, Jelsma-Smit DJ. The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy. Dn.2013;16(1):27-37.
  • 8. Tarakci D, Ersoz Huseyinsinoglu B, Tarakci E, Razak Ozdincler A. Effects of Nintendo Wii‐Fit® video games on balance in children with mild cerebral palsy. JPi. 2016;58(10):1042-50.
  • 9. Massetti T, Da Silva TD, Crocetta TB, Guarnieri R, De Freitas BL, Bianchi Lopes P, et al. The clinical utility of virtual reality in neurorehabilitation: a systematic review. JCNSD.2018;10:1179573518813541.
  • 10. Her J-G, Woo J-H, Ko JJ. Reliability of the pediatric balance scale in the assessment of the children with cerebral palsy. JoPTS. 2012;24(4):301-5.
  • 11. Wang T-H, Liao H-F, Peng Y-C. Reliability and validity of the five-repetition sit-to-stand test for children with cerebral palsy. JCr.2012;26(7):664-71.
  • 12. Saether R, Helbostad JL, Riphagen II, Vik TJ. Clinical tools to assess balance in children and adults with cerebral palsy: a systematic review. DM, Neurology C. 2013;55(11):988-99.
  • 13. Hidecker MJC, Ho NT, Dodge N, Hurvitz EA, Slaughter J, Workinger MS, et al. Inter‐relationships of functional status in cerebral palsy: analyzing gross motor function, manual ability, and communication function classification systems in children. DM&CN.2012;54(8):737-42.
  • 14. Thorley M, Lannin N, Cusick A, Novak I, Boyd R.Reliability of the quality of upper extremity skills test for children with cerebral palsy aged 2 to 12 years. JP, pediatrics oti. 2012;32(1):4-21.
  • 15. Erki˙ n G, Elhan AlH, Aybay C, Si˙ rzai˙ H, Ozel S.Validity and reliability of the Turkish translation of the Pediatric Evaluation of Disability Inventory (PEDI). JD, Rehabilitation. 2007;29(16):1271-9.
  • 16. Pavão SL, Arnoni JLB, Oliveira AKCd, Rocha NACF. Impact of a virtual reality-based intervention on motor performance and balance of a child with cerebral palsy: a case study. JRPdP.2014;32(4):389-94.
  • 17. Pereira EM, Rueda FM, Diego IA, De La Cuerda RC, De Mauro A, Page JM. Use of virtual reality systems as proprioception method in cerebral palsy: clinical practice guideline. JN. 2014;29(9):550-9.
  • 18. Chen Y-p, Lee S-Y, Howard AM. Effect of virtual reality on upper extremity function in children with cerebral palsy: a meta-analysis. JPPT. 2014;26(3):289-300.
  • 19. Gunel MK, Kara OK, Ozal C, Turker D. Virtual reality in rehabilitation of children with cerebral palsy. JCP-CftF. 2014:273-301.
  • 20. Biddiss E, Irwin J. Active video games to promote physical activity in children and youth: a systematic review. JAop, medicine a.2010;164(7):664-72.
  • 21. Faux D. Wii have a problem: a review of self-reported wii-related injuries. JEfPC 2009;20(5).
  • 22. Sparks D, Chase D, Coughlin L. Wii have a problem: a review of self-reported Wii related injuries. JJoIiHI. 2009;17(1):55-7.
  • 23. Luna-Oliva L, Ortiz-Gutiérrez RM, Cano-de la Cuerda R, Piédrola RM, Alguacil-Diego IM, Sánchez-Camarero C, et al. Kinect Xbox 360 as a therapeutic modality for children with cerebral palsy in a school environment: a preliminary study. JNR.2013;33(4):513-21.
  • 24. Zoccolillo L, Morelli D, Cincotti F, Muzzioli L, Gobbetti T, Paolucci S, et al. Video-game based therapy performed by children with cerebral palsy: a cross-over randomized controlled trial and a cross-sectional quantitative measure of physical activity.EJRM. 2015;51(6):669-76.
  • 25. Zanon MA, Pacheco RL, Latorraca CdOC, Martimbianco ALC, Pachito DV, Riera RJ.Neurodevelopmental treatment (Bobath) for children with cerebral palsy: a systematic review. Jocn. 2019;34(11):679-86.
  • 26. Urgen M, Akbayrak T, Gunel M, Cankaya O, Guchan Z, Turkyilmaz E. Investigation of the effects of the Nintendo® Wii-Fit training on balance and advanced motor performance in children with spastic hemiplegic cerebral palsy: A Randomized Controlled Trial. JIJTRR. 2016;5:146.

SEREBRAL PALSİLİ ÇOCUKLARDA SANAL GERÇEKLİK EĞİTİMİNİN DENGE VE FONKSİYONELLİK ÜZERİNE ETKİSİ: RANDOMİZE KONTROLLÜ ÇALIŞMA

Year 2023, Volume: 34 Issue: 1, 64 - 72, 20.04.2023
https://doi.org/10.21653/tjpr.1017679

Abstract

Amaç: Bu çalışmanın amacı, Serebral Palsili çocuklarda sanal gerçeklik eğitiminin denge ve fonksiyonellik üzerine etkisini araştırmaktır.
Yöntem: Spastik Serebral Palsili çocuklar rastgele sanal gerçeklik eğitim grubuna (27 çocuk, ortalama yaş: 9,2 yıl ) ve kontrol grubuna (25 çocuk, ortalama yaş: 9,4 yıl) ayrıldı. 8 hafta boyunca sanal gerçeklik eğitim grubuna XBox One Kinect oyun sisteminin kullanıldığı sanal gerçeklik eğitimi ve kontrol grubuna konvansiyonel fizyoterapi eğitimi verildi. Pediatrik Denge Ölçeği, Kaba Motor Fonksiyon Ölçeği-88, Üst Ekstremite Becerilerinin Kalitesi Testi, Fonksiyonel Uzanma Testi, Oturup Kalkma Testi ve Pediatrik Özürlülük Değerlendirme Envanteri başlangıçta ve tedavinin sonunda ölçüldü.
Sonuçlar: Her iki grupta da eğitim sonunda total motor fonksiyon, üst ekstremite becerileri ve dengede ilerleme görüldü (p < 0,05). Gruplar arası karşılaştırma üst ekstremite fonksiyonlarındaki ilerlemenin kontrol grubunda sanal gerçeklik eğitim grubuna göre daha fazla olduğunu gösterdi (p < 0,05).
Tartışma: Çalışmamızın sonuçları, Kinect tabanlı sanal gerçeklik eğitiminin Serebral Palsili çocuklarda denge, motor fonksiyon ve üst ekstremite becerilerini geliştirmede faydalı olduğunu göstermiştir.

References

  • 1. Thorley M, Lannin N, Cusick A, Novak I, Boyd R.Reliability of the quality of upper extremity skills test for children with cerebral palsy aged 2 to 12 years. JP, pediatrics oti. 2012;32(1):4-21.
  • 2. Niiler TA. Assessing dynamic balance in children with cerebral palsy. JCp.2020:695-726.
  • 3. Opheim A, Jahnsen R, Olsson E, Stanghelle JK. Balance in relation to walking deterioration in adults with spastic bilateral cerebral palsy.JPT. 2012;92(2):279-88.
  • 4. Bonnechère B, Jansen B, Omelina L, Van Sint Jan SJ. The use of commercial video games in rehabilitation: a systematic review. Ijorr.2016;39(4):277-90.
  • 5. Chiu H-C, Ada L, Lee H-MJ. Upper limb training using Wii Sports Resort™ for children with hemiplegic cerebral palsy: a randomized, single-blind trial.Cr.2014;28(10):1015-24.
  • 6. Dinomais M, Veaux F, Yamaguchi T, Richard P, Richard I, Nguyen SJ.A new virtual reality tool for unilateral cerebral palsy rehabilitation: Two single-case studies. Dn. 2013;16(6):418-22.
  • 7. Jelsma J, Pronk M, Ferguson G, Jelsma-Smit DJ. The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy. Dn.2013;16(1):27-37.
  • 8. Tarakci D, Ersoz Huseyinsinoglu B, Tarakci E, Razak Ozdincler A. Effects of Nintendo Wii‐Fit® video games on balance in children with mild cerebral palsy. JPi. 2016;58(10):1042-50.
  • 9. Massetti T, Da Silva TD, Crocetta TB, Guarnieri R, De Freitas BL, Bianchi Lopes P, et al. The clinical utility of virtual reality in neurorehabilitation: a systematic review. JCNSD.2018;10:1179573518813541.
  • 10. Her J-G, Woo J-H, Ko JJ. Reliability of the pediatric balance scale in the assessment of the children with cerebral palsy. JoPTS. 2012;24(4):301-5.
  • 11. Wang T-H, Liao H-F, Peng Y-C. Reliability and validity of the five-repetition sit-to-stand test for children with cerebral palsy. JCr.2012;26(7):664-71.
  • 12. Saether R, Helbostad JL, Riphagen II, Vik TJ. Clinical tools to assess balance in children and adults with cerebral palsy: a systematic review. DM, Neurology C. 2013;55(11):988-99.
  • 13. Hidecker MJC, Ho NT, Dodge N, Hurvitz EA, Slaughter J, Workinger MS, et al. Inter‐relationships of functional status in cerebral palsy: analyzing gross motor function, manual ability, and communication function classification systems in children. DM&CN.2012;54(8):737-42.
  • 14. Thorley M, Lannin N, Cusick A, Novak I, Boyd R.Reliability of the quality of upper extremity skills test for children with cerebral palsy aged 2 to 12 years. JP, pediatrics oti. 2012;32(1):4-21.
  • 15. Erki˙ n G, Elhan AlH, Aybay C, Si˙ rzai˙ H, Ozel S.Validity and reliability of the Turkish translation of the Pediatric Evaluation of Disability Inventory (PEDI). JD, Rehabilitation. 2007;29(16):1271-9.
  • 16. Pavão SL, Arnoni JLB, Oliveira AKCd, Rocha NACF. Impact of a virtual reality-based intervention on motor performance and balance of a child with cerebral palsy: a case study. JRPdP.2014;32(4):389-94.
  • 17. Pereira EM, Rueda FM, Diego IA, De La Cuerda RC, De Mauro A, Page JM. Use of virtual reality systems as proprioception method in cerebral palsy: clinical practice guideline. JN. 2014;29(9):550-9.
  • 18. Chen Y-p, Lee S-Y, Howard AM. Effect of virtual reality on upper extremity function in children with cerebral palsy: a meta-analysis. JPPT. 2014;26(3):289-300.
  • 19. Gunel MK, Kara OK, Ozal C, Turker D. Virtual reality in rehabilitation of children with cerebral palsy. JCP-CftF. 2014:273-301.
  • 20. Biddiss E, Irwin J. Active video games to promote physical activity in children and youth: a systematic review. JAop, medicine a.2010;164(7):664-72.
  • 21. Faux D. Wii have a problem: a review of self-reported wii-related injuries. JEfPC 2009;20(5).
  • 22. Sparks D, Chase D, Coughlin L. Wii have a problem: a review of self-reported Wii related injuries. JJoIiHI. 2009;17(1):55-7.
  • 23. Luna-Oliva L, Ortiz-Gutiérrez RM, Cano-de la Cuerda R, Piédrola RM, Alguacil-Diego IM, Sánchez-Camarero C, et al. Kinect Xbox 360 as a therapeutic modality for children with cerebral palsy in a school environment: a preliminary study. JNR.2013;33(4):513-21.
  • 24. Zoccolillo L, Morelli D, Cincotti F, Muzzioli L, Gobbetti T, Paolucci S, et al. Video-game based therapy performed by children with cerebral palsy: a cross-over randomized controlled trial and a cross-sectional quantitative measure of physical activity.EJRM. 2015;51(6):669-76.
  • 25. Zanon MA, Pacheco RL, Latorraca CdOC, Martimbianco ALC, Pachito DV, Riera RJ.Neurodevelopmental treatment (Bobath) for children with cerebral palsy: a systematic review. Jocn. 2019;34(11):679-86.
  • 26. Urgen M, Akbayrak T, Gunel M, Cankaya O, Guchan Z, Turkyilmaz E. Investigation of the effects of the Nintendo® Wii-Fit training on balance and advanced motor performance in children with spastic hemiplegic cerebral palsy: A Randomized Controlled Trial. JIJTRR. 2016;5:146.
There are 26 citations in total.

Details

Primary Language English
Subjects Rehabilitation
Journal Section Araştırma Makaleleri
Authors

Öznur Fidan 0000-0001-6473-049X

Arzu Genç 0000-0001-9481-6083

Publication Date April 20, 2023
Published in Issue Year 2023 Volume: 34 Issue: 1

Cite

APA Fidan, Ö., & Genç, A. (2023). EFFECT OF VIRTUAL REALITY TRAINING ON BALANCE AND FUNCTIONALITY IN CHILDREN WITH CEREBRAL PALSY: A RANDOMIZED CONTROLLED TRIAL. Türk Fizyoterapi Ve Rehabilitasyon Dergisi, 34(1), 64-72. https://doi.org/10.21653/tjpr.1017679
AMA Fidan Ö, Genç A. EFFECT OF VIRTUAL REALITY TRAINING ON BALANCE AND FUNCTIONALITY IN CHILDREN WITH CEREBRAL PALSY: A RANDOMIZED CONTROLLED TRIAL. Turk J Physiother Rehabil. April 2023;34(1):64-72. doi:10.21653/tjpr.1017679
Chicago Fidan, Öznur, and Arzu Genç. “EFFECT OF VIRTUAL REALITY TRAINING ON BALANCE AND FUNCTIONALITY IN CHILDREN WITH CEREBRAL PALSY: A RANDOMIZED CONTROLLED TRIAL”. Türk Fizyoterapi Ve Rehabilitasyon Dergisi 34, no. 1 (April 2023): 64-72. https://doi.org/10.21653/tjpr.1017679.
EndNote Fidan Ö, Genç A (April 1, 2023) EFFECT OF VIRTUAL REALITY TRAINING ON BALANCE AND FUNCTIONALITY IN CHILDREN WITH CEREBRAL PALSY: A RANDOMIZED CONTROLLED TRIAL. Türk Fizyoterapi ve Rehabilitasyon Dergisi 34 1 64–72.
IEEE Ö. Fidan and A. Genç, “EFFECT OF VIRTUAL REALITY TRAINING ON BALANCE AND FUNCTIONALITY IN CHILDREN WITH CEREBRAL PALSY: A RANDOMIZED CONTROLLED TRIAL”, Turk J Physiother Rehabil, vol. 34, no. 1, pp. 64–72, 2023, doi: 10.21653/tjpr.1017679.
ISNAD Fidan, Öznur - Genç, Arzu. “EFFECT OF VIRTUAL REALITY TRAINING ON BALANCE AND FUNCTIONALITY IN CHILDREN WITH CEREBRAL PALSY: A RANDOMIZED CONTROLLED TRIAL”. Türk Fizyoterapi ve Rehabilitasyon Dergisi 34/1 (April 2023), 64-72. https://doi.org/10.21653/tjpr.1017679.
JAMA Fidan Ö, Genç A. EFFECT OF VIRTUAL REALITY TRAINING ON BALANCE AND FUNCTIONALITY IN CHILDREN WITH CEREBRAL PALSY: A RANDOMIZED CONTROLLED TRIAL. Turk J Physiother Rehabil. 2023;34:64–72.
MLA Fidan, Öznur and Arzu Genç. “EFFECT OF VIRTUAL REALITY TRAINING ON BALANCE AND FUNCTIONALITY IN CHILDREN WITH CEREBRAL PALSY: A RANDOMIZED CONTROLLED TRIAL”. Türk Fizyoterapi Ve Rehabilitasyon Dergisi, vol. 34, no. 1, 2023, pp. 64-72, doi:10.21653/tjpr.1017679.
Vancouver Fidan Ö, Genç A. EFFECT OF VIRTUAL REALITY TRAINING ON BALANCE AND FUNCTIONALITY IN CHILDREN WITH CEREBRAL PALSY: A RANDOMIZED CONTROLLED TRIAL. Turk J Physiother Rehabil. 2023;34(1):64-72.