Evelyn Ardai, Tibor Vámos, Gabriella Papp, Andrea Berencsi
{"title":"Balancing in Virtual Reality: Motor Learning and Functional Improvement in Down Syndrome","authors":"Evelyn Ardai, Tibor Vámos, Gabriella Papp, Andrea Berencsi","doi":"10.1111/jir.70124","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <h3> Background</h3>\n \n <p>Motor learning in individuals with Down syndrome (DS) may be influenced by syndrome-specific motor and cognitive characteristics. Virtual reality (VR) systems are becoming increasingly popular and offer a valuable opportunity to study motor learning. To date, only a few studies have examined motor learning to improve balance in DS. This study aimed to investigate motor learning and functional motor performance in young adults with DS during VR-based training.</p>\n </section>\n \n <section>\n \n <h3> Methods</h3>\n \n <p>Participants with DS (<i>n</i> = 31) and typical development (TD = 28) between 18 and 30 years of age took part in the study. Participants were randomly allocated into training (DS Wii and TD Wii) and control (DS C and TD C) groups. Training groups participated in a 4-week-long balance training with two Nintendo Wii balance games, whereas their performance was monitored. All participants underwent pre- and posttraining assessment of functional motor performance.</p>\n </section>\n \n <section>\n \n <h3> Results</h3>\n \n <p>During the VR training, the DS Wii and TD Wii groups' game scores show significant performance improvements in both games. Learning curves showed great individual differences, especially in DS. Although TD groups outperformed DS groups in the functional motor tests, DS Wii group's pre- and post-training results indicated a significant improvement in functional motor performance.</p>\n </section>\n \n <section>\n \n <h3> Conclusion</h3>\n \n <p>These findings demonstrate that individuals with DS are able to learn in a VR environment and successfully transfer the acquired skills to functional abilities. TD individuals also improved their functional performance or reached a plateau. We conclude that VR is an effective system for engaging DS individuals in motor training for improving balance skills.</p>\n </section>\n </div>","PeriodicalId":16163,"journal":{"name":"Journal of Intellectual Disability Research","volume":"70 8","pages":"858-870"},"PeriodicalIF":2.4000,"publicationDate":"2026-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/jir.70124","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Intellectual Disability Research","FirstCategoryId":"3","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/jir.70124","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2026/5/24 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"EDUCATION, SPECIAL","Score":null,"Total":0}
引用次数: 0
Abstract
Background
Motor learning in individuals with Down syndrome (DS) may be influenced by syndrome-specific motor and cognitive characteristics. Virtual reality (VR) systems are becoming increasingly popular and offer a valuable opportunity to study motor learning. To date, only a few studies have examined motor learning to improve balance in DS. This study aimed to investigate motor learning and functional motor performance in young adults with DS during VR-based training.
Methods
Participants with DS (n = 31) and typical development (TD = 28) between 18 and 30 years of age took part in the study. Participants were randomly allocated into training (DS Wii and TD Wii) and control (DS C and TD C) groups. Training groups participated in a 4-week-long balance training with two Nintendo Wii balance games, whereas their performance was monitored. All participants underwent pre- and posttraining assessment of functional motor performance.
Results
During the VR training, the DS Wii and TD Wii groups' game scores show significant performance improvements in both games. Learning curves showed great individual differences, especially in DS. Although TD groups outperformed DS groups in the functional motor tests, DS Wii group's pre- and post-training results indicated a significant improvement in functional motor performance.
Conclusion
These findings demonstrate that individuals with DS are able to learn in a VR environment and successfully transfer the acquired skills to functional abilities. TD individuals also improved their functional performance or reached a plateau. We conclude that VR is an effective system for engaging DS individuals in motor training for improving balance skills.
期刊介绍:
The Journal of Intellectual Disability Research is devoted exclusively to the scientific study of intellectual disability and publishes papers reporting original observations in this field. The subject matter is broad and includes, but is not restricted to, findings from biological, educational, genetic, medical, psychiatric, psychological and sociological studies, and ethical, philosophical, and legal contributions that increase knowledge on the treatment and prevention of intellectual disability and of associated impairments and disabilities, and/or inform public policy and practice. Expert reviews on themes in which recent research has produced notable advances will be included. Such reviews will normally be by invitation.