None listed
Conditions
Brief summary
Cerebral Palsy (CP) has been one of the major disabling motor disorders which affects a children’s Quality of Life (QoL) to different extents depending on the severity of the condition. Being the most common motor disability among children, Centers for Disease Control and Prevention has reported prevalence estimating 1 to nearly 4 per 1,000 live births worldwide. According to the report by the Department of Statistics Malaysia in 2020, there are approximately 20,300 children with Disability (CWD). Based on the estimated prevalence of 1 to 4 CP children per 1000 live births among 9.3 million children among the Malaysian population, the actual number of CP children in Malaysia may be significantly higher. Virtual Reality as a new leading tool in rehabilitation possesses its ability to solve limitations in current practices such as (1) Musculoskeletal-pain and additional impairments related to activity limitations; (2) knowledge and exercising skills; (3) availability; (4) social support due to its unique traits of being virtual and recreational-oriented. Owing to the huge CP population and the lack of literatures reviewing effect of Virtual Reality-based Therapy (VRT) on CP patients locally, it is timely to assess the effect of VRT on physical function and QoL of children and adolescents with CP to provide fundamental data for clinicians in assessing CP patients as well as serving as an intervention guideline for future practices. In our research, we will be focusing on aspects of impairments such as strength, walking capacity,gross motor function, level of physical activities and Quality of Life among CP children and adolescents between 7 to 17 years old. The subjects will be recruited from local Physiotherapy Clinic and also Hospital based on the inclusion criterias stated. They will then be divided into 2 groups in a blinded way to a control group which continues routine physiotherapy and also a VRT intervention group for 12 weeks with assessments on 6th and 12th week to note for improvements.
Interventions
The exercises chosen for VR-based therapy mainly includes activities in standing, for instance marching, side stepping, upper limb movements, squatting and jumping. Participants will come for the VR sessions two times per week with duration of one hour per session, and the whole program lasts 12 weeks. Warming up and cooling down session will be performed around 5 minutes prior and at the end of the each session, respectively. During warm up, upper and lower limb stretches are done following with static and dynamic marching. Whereas for cool down, upper and lower limb stretches are done. The whole intervention session will be conducted by the researcher, and to monitor the adherence of participants to the intervention, the session attendance will be recorded.
Sponsors
Study design
Eligibility
Inclusion criteria
1. Malaysian 2. Gross Motor Function Classification System (GMFCS) Level I, II & III 3. Age ranging between 7-17 years old 4. Not enrolled in any specific/structured fitness programs 5. Able to walk with or without assistive devices
Exclusion criteria
1. Treatment with botulinum toxin A in lower limb and/or serial casting of lower limb less than 6 months before the start of the training 2. History of Orthopedic Surgery Procedure within 6months prior of the program