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
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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