Effects of VR in Children With DCD: Randomized Controlled Trial
NCT06246318 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 48
Last updated 2024-04-05
Summary
The aim of the study is to examine the effect of VR application on motor, cognitive and sensory-perceptual skills, and activity and participation levels in children with DCD.
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.
Conditions
- Virtual Reality
- Developmental Coordination Disorder
- Visual Perceptual Weakness
- Motor Skills Disorders
- Sensory Disorder
- Executive Dysfunction
- Participation, Patient
Interventions
- OTHER
-
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.
- OTHER
-
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
Sponsors & Collaborators
-
Hacettepe University
lead OTHER
Principal Investigators
-
zeynep kolit, MSc · Hacettepe University
-
Sedef şahin, PhD · Hacettepe University
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Min Age
- 5 Years
- Max Age
- 8 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2024-01-25
- Primary Completion
- 2024-03-30
- Completion
- 2024-04-02
Countries
- Turkey (Türkiye)
Study Locations
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