Augmentative and Alternative Communication in Games With Virtual Reality in Intellectual Disabilities

NCT03033797 · Status: UNKNOWN · Phase: NA · Type: INTERVENTIONAL · Enrollment: 165

Last updated 2017-08-16

No results posted yet for this study

Summary

Background: Games using motion capture from webcam have become increasingly popular. A population that lacks much stimulus in the teaching-learning process has under-explored the benefits of this kind of games: The Intellectually Disabled. The aim of this study is to analyse the effectiveness of games with virtual reality in the total reaction time. Method: A convenience sample of 165 Intellectually Disabled participants will have their performance measured using a virtual reality game. The intervention is to play two different games twice, in two sessions with an interval of, at least, seven days between the sessions. Participants will be randomized between two raters, both master students.

Conditions

  • Intellectual Disability

Interventions

DEVICE

MoviLetrando

Half of the participants will play two different levels of the Game MoviLetrando, two minutes each.

DEVICE

MoveHero

Half of the participants will play 2 minutes of the game MoveHero.

Sponsors & Collaborators

  • Faculdade de Medicina do ABC

    lead OTHER

Study Design

Allocation
RANDOMIZED
Purpose
PREVENTION
Masking
NONE
Model
CROSSOVER

Eligibility

Min Age
7 Years
Max Age
14 Years
Sex
ALL
Healthy Volunteers
No

Timeline & Regulatory

Start
2016-03-08
Primary Completion
2018-03-10
Completion
2018-03-24

Countries

  • Brazil

Study Locations

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT03033797 on ClinicalTrials.gov