Virtual Reality Training With Sensory Integration On The Gross Motor Functions Of Lower Limb

NCT04467385 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 44

Last updated 2020-07-13

No results posted yet for this study

Summary

The objectives of this study are To determine the effect of virtual reality on balance and gross motor functions of the lower limb in spastic diplegic cerebral palsy. To determine the effect of virtual reality with sensory input on balance and gross motor functions of the lower limb in spastic diplegic cerebral palsy. To compare the effects of virtual reality training with and without sensory input on balance and gross motor functions of the lower limb in spastic diplegic CP. Its is a Randomized control trial (RCT) done at Physiotherapy department of Railway General Hospital Rawalpindi and National Institute of rehabilitation Medicine.44 individuals (calculated using epi tool) 22 individuals in each group. Individuals who met the inclusion criteria will be included in this study. All participants will go through randomization and divided into two groups Experimental and Control groups. Pre-intervention assessment is made for both groups. Then intervention will be applied to both groups. estimated time of treatment protocol will be 40 min/day, 1 time / d, 3 times/week for 6 weeks. Subjects will be evaluated at baseline, then 3rd week and 6th-week assessment will be the final

Conditions

  • Cerebral Palsy Spastic Diplegia

Interventions

OTHER

VR training + Sensory Integration therapy + conventional therapy

After the baseline assessment, * Coconut ShootersVR - 5 min/day * Ninja flipVR - 5 min/day. * Sensory integration training include Exercises on BOSU ball and mini-trampoline. It will involve: * Passive bouncing with child standing with his/her feet shoulder width apart for 2.5 and 2.5 minutes on both. * Active bouncing (the child bounces and therapist will control the rate) for 2.5 and 2.5 minutes on both. * Mini-squat exercises with feet apart and feet together for 2.5 and 2.5 minutes on both. * Conventional exercises include: * passive stretching exercises for the hip flexors, hip adductors, hamstring, and calf muscle; stretching will be applied for 30 sec with 30 sec rest for each muscle group within pain limit. * Strengthening of abdominal and back muscles, hip abductions and knee joint extensors and ankle dorsiflexors will be performed.

OTHER

VR training + conventional therapy

After the baseline assessment, * The Your Shape: Fitness Evolved 2012TM game is selected for VR training (walking and walking with obstacles) for 8 min * Coconut ShootersVR - 8 min/day * Ninja flipVR - 8 min/day * Conventional Therapy - 20 min per day * Passive stretching exercises for the hip flexors, hip adductors, hamstring, and calf muscle; stretching will be applied for 30 sec with 30 sec rest 3-5 times for each muscle group within pain limit. * Strengthening of abdominal and back muscles, hip abductions and knee joint extensors and ankle dorsiflexors will be performed.

Sponsors & Collaborators

  • Riphah International University

    lead OTHER

Principal Investigators

  • Aruba Saeed, PHD* · Riphah International University

Study Design

Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
NONE
Model
PARALLEL

Eligibility

Min Age
5 Years
Max Age
12 Years
Sex
ALL
Healthy Volunteers
Yes

Timeline & Regulatory

Start
2019-06-15
Primary Completion
2019-12-15
Completion
2020-01-15

Countries

  • Pakistan

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 NCT04467385 on ClinicalTrials.gov