Hanady A Mouhamed, Nehad A Abo-Zaid, Heba A Khalifa, Mohammed E Ali, Noha S Elserty, Mohamed A Behiry, Walaa E Heneidy
{"title":"虚拟现实对共济失调型脑瘫儿童平衡障碍的疗效:随机对照试验。","authors":"Hanady A Mouhamed, Nehad A Abo-Zaid, Heba A Khalifa, Mohammed E Ali, Noha S Elserty, Mohamed A Behiry, Walaa E Heneidy","doi":"10.23736/S1973-9087.24.08617-9","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Children with ataxic cerebral palsy have unsteady movements and poor balance. Many therapeutic interventions are used to improve their upper and lower functioning.</p><p><strong>Aim: </strong>To assess the effectiveness of virtual reality (VR) on balance impairment in ataxic cerebral palsy children.</p><p><strong>Design: </strong>RCT.</p><p><strong>Population: </strong>Sixty-four children with ataxic cerebral palsy.</p><p><strong>Methods: </strong>Children were randomly assigned into two equal groups with 32 patients in each group. The control group received a specially developed physical therapy program and the VR group received VR training on a Wii balance board in addition to the control group's program. For three successive months the intervention program was implemented three times a week for both groups. Stability indices (overall, anteroposterior, and mediolateral) were measured using the Biodex balance system and Pediatric Balance Scale (PBS) at baseline and after three months of intervention for both groups.</p><p><strong>Results: </strong>At the beginning of the intervention, there were no statistically significant differences between the two groups (P>0.05). However, following three months of the intervention, there was a statistically significant decline in the stability index scores., as well as a statistically significant improvement in the score of the PBS in both groups with a notable advancement in favor of the VR group (P≤0.05).</p><p><strong>Conclusions: </strong>Adding VR training on a Wii balance board to a designed physical therapy program has a significant impact on improving balance deficits in ataxic cerebral palsy children.</p><p><strong>Clinical rehabilitation impact: </strong>VR has a therapeutic effect on improving balance that may result in better and more efficient rehabilitation program of children with ataxic cerebral palsy.</p>","PeriodicalId":3,"journal":{"name":"ACS Applied Electronic Materials","volume":null,"pages":null},"PeriodicalIF":4.3000,"publicationDate":"2024-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Efficacy of virtual reality on balance impairment in ataxic cerebral palsy children: randomized controlled trial.\",\"authors\":\"Hanady A Mouhamed, Nehad A Abo-Zaid, Heba A Khalifa, Mohammed E Ali, Noha S Elserty, Mohamed A Behiry, Walaa E Heneidy\",\"doi\":\"10.23736/S1973-9087.24.08617-9\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Background: </strong>Children with ataxic cerebral palsy have unsteady movements and poor balance. Many therapeutic interventions are used to improve their upper and lower functioning.</p><p><strong>Aim: </strong>To assess the effectiveness of virtual reality (VR) on balance impairment in ataxic cerebral palsy children.</p><p><strong>Design: </strong>RCT.</p><p><strong>Population: </strong>Sixty-four children with ataxic cerebral palsy.</p><p><strong>Methods: </strong>Children were randomly assigned into two equal groups with 32 patients in each group. The control group received a specially developed physical therapy program and the VR group received VR training on a Wii balance board in addition to the control group's program. For three successive months the intervention program was implemented three times a week for both groups. Stability indices (overall, anteroposterior, and mediolateral) were measured using the Biodex balance system and Pediatric Balance Scale (PBS) at baseline and after three months of intervention for both groups.</p><p><strong>Results: </strong>At the beginning of the intervention, there were no statistically significant differences between the two groups (P>0.05). However, following three months of the intervention, there was a statistically significant decline in the stability index scores., as well as a statistically significant improvement in the score of the PBS in both groups with a notable advancement in favor of the VR group (P≤0.05).</p><p><strong>Conclusions: </strong>Adding VR training on a Wii balance board to a designed physical therapy program has a significant impact on improving balance deficits in ataxic cerebral palsy children.</p><p><strong>Clinical rehabilitation impact: </strong>VR has a therapeutic effect on improving balance that may result in better and more efficient rehabilitation program of children with ataxic cerebral palsy.</p>\",\"PeriodicalId\":3,\"journal\":{\"name\":\"ACS Applied Electronic Materials\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":4.3000,\"publicationDate\":\"2024-10-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACS Applied Electronic Materials\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.23736/S1973-9087.24.08617-9\",\"RegionNum\":3,\"RegionCategory\":\"材料科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"ENGINEERING, ELECTRICAL & ELECTRONIC\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACS Applied Electronic Materials","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.23736/S1973-9087.24.08617-9","RegionNum":3,"RegionCategory":"材料科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"ENGINEERING, ELECTRICAL & ELECTRONIC","Score":null,"Total":0}
Efficacy of virtual reality on balance impairment in ataxic cerebral palsy children: randomized controlled trial.
Background: Children with ataxic cerebral palsy have unsteady movements and poor balance. Many therapeutic interventions are used to improve their upper and lower functioning.
Aim: To assess the effectiveness of virtual reality (VR) on balance impairment in ataxic cerebral palsy children.
Design: RCT.
Population: Sixty-four children with ataxic cerebral palsy.
Methods: Children were randomly assigned into two equal groups with 32 patients in each group. The control group received a specially developed physical therapy program and the VR group received VR training on a Wii balance board in addition to the control group's program. For three successive months the intervention program was implemented three times a week for both groups. Stability indices (overall, anteroposterior, and mediolateral) were measured using the Biodex balance system and Pediatric Balance Scale (PBS) at baseline and after three months of intervention for both groups.
Results: At the beginning of the intervention, there were no statistically significant differences between the two groups (P>0.05). However, following three months of the intervention, there was a statistically significant decline in the stability index scores., as well as a statistically significant improvement in the score of the PBS in both groups with a notable advancement in favor of the VR group (P≤0.05).
Conclusions: Adding VR training on a Wii balance board to a designed physical therapy program has a significant impact on improving balance deficits in ataxic cerebral palsy children.
Clinical rehabilitation impact: VR has a therapeutic effect on improving balance that may result in better and more efficient rehabilitation program of children with ataxic cerebral palsy.