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Contralaterally Controlled FES for Hand Opening in Hemiplegic Cerebral Palsy

Contralaterally Controlled Functional Electrical Stimulation for Hand Opening in Hemiplegic Cerebral Palsy: Pilot Randomized Controlled Trial

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02925455
Enrollment
15
Registered
2016-10-05
Start date
2016-10-16
Completion date
2020-04-30
Last updated
2021-06-22

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Cerebral Palsy

Keywords

Hemiplegia, Functional Electrical Stimulation, Video Games, Occupational Therapy

Brief summary

This is a pilot randomized controlled trial of an intervention to improve arm function in children ages 6 to 17 with cerebral palsy and upper limb hemiparesis. Twenty participants will be randomized to either a group treated with neuromuscular electrical stimulation and video games or video games alone. Both groups will receive 6 wks of treatment consisting of home and lab sessions. Both the experiment group and control group interventions consist of therapist-guided sessions in the rehabilitation clinic and self-administered or caregiver-assisted sessions at home. While both groups will receive the same task practice and video game training, only the experiment group will receive an electrical stimulation device to assist with hand opening during practice. Changes in upper extremity motor impairment and function will be assessed for each participant at baseline, mid treatment, end of treatment and at 3 mo follow-up.

Detailed description

Rehabilitation clinic sessions - These will occur up to twice per week for the first 3 weeks and once per week for the second 3 weeks of the 6 week treatment. They are therapist-guided and last up to 90 min consisting of 45 minutes of contralaterally-controlled functional electrical stimulation (CCFES)-mediated video games and up to 45 minutes of CCFES-mediated functional task practice. Early sessions will focus on training the patient and caregiver to self-administer play of a CCFES-mediated video game at home. As proficiency with one game develops, more games will be introduced. The functional task practice part of the session will engage the participant in using the CCFES system to assist them in practicing using their hand in activities such as lacing beads, throwing balls, eating finger foods, and other play and activities of daily living. Prior to the start of lab treatment, the investigators will assess hand extensor and flexor muscle co-activation (see below). Home sessions - These consist of CCFES-mediated hand opening and video game exercises with caregiver assistance and supervision as needed. As proficiency develops and more games are added, each home session will increase in duration up to 90 minutes per day, as determined by the treating therapist based on the adherence of each participant. Self report of game difficulty and engagement will be made at the completion of each game (see below)

Interventions

DEVICEContralaterally-controlled functional electrical stimulation

Contralaterally-controlled functional electrical stimulation (CCFES) is electrical stimulation of weak muscles of an impaired limb controlled via movement of the unimpaired contralateral limb.

Hand therapy video games are designed to provide therapy to weak muscles of an impaired limb via goal-directed movements.

Sponsors

The Cleveland Clinic
CollaboratorOTHER
Eunice Kennedy Shriver National Institute of Child Health and Human Development (NICHD)
CollaboratorNIH
MetroHealth Medical Center
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
6 Years to 17 Years
Healthy volunteers
No

Inclusion criteria

* Upper Extremity hemiparesis from Cerebral Palsy * Age 6-17 * Caregiver can transport participant to weekly sessions and assist with home treatment * Medically stable; stable medications * Recall 2 of 3 items after 30 min * Finger extension strength ≤ 4/5 on paretic side * Able to follow 3-stage commands * Adequate active movement of paretic arm to position the hand for table-top task practice * Skin intact on hemiparetic arm * Surface neuromuscular electrical stimulation trial opens hand without pain * Full volitional hand opening and closing of contralateral hand * Box & Blocks Score of weaker side \< 90% of stronger side score * Able to hear and respond to auditory cues * English proficiency of both caregiver and child

Exclusion criteria

* Uncontrolled seizure disorder * Co-existing neurological conditions other than cerebral palsy affecting the hemiparetic upper limb (e.g., peripheral nerve injury, Parkinson's disease, spinal cord injury, traumatic brain injury, multiple sclerosis, stroke, hemispherectomy) * Severely impaired cognition and communication * History of cardiac arrhythmias with hemodynamic instability * Insensate arm, forearm, or hand * Uncompensated hemi-neglect * Cardiac pacemaker or any other implanted electronic systems * Pregnant * Intramuscular Botox injections in any upper extremity muscle in the last 3 months * Severe visual impairment

Design outcomes

Primary

MeasureTime frameDescription
Change in Assisting Hands Assessment Logit Score at End of Treatment2 time points: prior to treatment and at end of 6 weeks of treatmentParticipants played a game that required them to perform bimanual tasks while being video recorded. The amount of involvement of the affected arm is scored by viewing the video and converted into a logit score (0-100), with a higher value indicating a better outcome.

Secondary

MeasureTime frameDescription
Change in Melbourne 2 Motor Assessment at End of Treatment2 time points: prior to treatment and at end of 6 weeks of treatmentParticipants perform 14 test tasks that require reach, grasp, release, and manipulation of simple objects. A video of the test is recorded for scoring across the 30 score items using a three, four or five point scale (higher values indicating better outcomes). Item scores relating to four elements of movement are measured and summed within the corresponding sub-scale. A percentage of the total score (range 0-100%) for each subscale is computed and reported separately, with higher values indicating better outcomes.

Other

MeasureTime frameDescription
Change in Box and Block Test Score at Treatment End2 time points: prior to treatment and after 6 weeks of treatmentThe Box and Blocks test counts how many times the participant can pick up 1 block at t time, move it over a partition, and release it in a target area within 60 seconds. The minimum score is 0. There is no maximum score. The average score of healthy individuals within the age range of this study ranges from 70 to 79. Higher scores are considered to be a better outcome. For each individual, the score prior to treatment was subtracted from the score at 6 months after completion of treatment. Then for each treatment group, these change scores were averaged.
Change in Instrumented Sine Wave Finger Tracking Error at Treatment End2 time points: prior to treatment start and at end of treatment week 6.Finger movement tracking is a method of measuring motor control. The degree of finger extension will be displayed as a cursor on a computer screen, its vertical position corresponding to the degree of finger extension. A sinusoidal trace having a frequency of 0.1 Hz (1 cycle in 10 seconds) will scroll across the screen. The amplitude of the sine-wave track will be scaled so that it oscillates between 15% and 85% of the participant's full active finger extension. The participant will be seated with the wrist and forearm stabilized in a neutral posture. The participant's task is to keep the cursor on or as close to the scrolling trace as possible by extending and flexing their index finger. The vertical distance between the cursor and the target trace will be calculated for every time point of data collected. The error for each 30-sec trial will be the average vertical distance that is equivalent to a percentage of volitional range of motion.
Number of Cumulative Hand Movement Repetitions During Game Play6 weeksThe number of hand movement repetitions was computed by calculating the number of hand trajectory direction changes divided by two.

Countries

United States

Participant flow

Participants by arm

ArmCount
Stimulation + Video Games
Contralaterally-controlled functional electrical stimulation (CCFES) enables patients with upper extremity hemiplegia to open their paretic hand by stimulating finger and thumb extensors with surface electrodes. CCFES is used during functional task practice and hand therapy video games to link motor intent with execution. Four intuitive and engaging games were developed to provide goal-oriented motor skill training, impairment-appropriate difficulty, and performance feedback that motivates iterative play and skill improvement. Contralaterally-controlled functional electrical stimulation: Contralaterally-controlled functional electrical stimulation (CCFES) is electrical stimulation of weak muscles of an impaired limb controlled via movement of the unimpaired contralateral limb. Hand therapy video games: Hand therapy video games are designed to provide therapy to weak muscles of an impaired limb via goal-directed movements.
9
Video Games (no Stimulation)
Participants receive duration-matched, identical hand therapy video games and task practice therapy as the experiment arm, but do not receive CCFES to assist hand opening. Hand therapy video games: Hand therapy video games are designed to provide therapy to weak muscles of an impaired limb via goal-directed movements.
6
Total15

Withdrawals & dropouts

PeriodReasonFG000FG001
Overall StudyWithdrawal by Subject20

Baseline characteristics

CharacteristicStimulation + Video GamesTotalVideo Games (no Stimulation)
Affected Hand
Left
4 Participants6 Participants2 Participants
Affected Hand
Right
5 Participants9 Participants4 Participants
Age, Continuous11.22 years
STANDARD_DEVIATION 2.86
11.60 years
STANDARD_DEVIATION 3.4
12.17 years
STANDARD_DEVIATION 4.31
Delivery Type
Cesarean
5 Participants9 Participants4 Participants
Delivery Type
Vaginal
4 Participants6 Participants2 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
1 Participants2 Participants1 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
8 Participants13 Participants5 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants
Hand Dominance
Left
5 Participants8 Participants3 Participants
Hand Dominance
Right
4 Participants7 Participants3 Participants
Lesioned hemisphere
Bilateral
2 Participants2 Participants0 Participants
Lesioned hemisphere
Left
4 Participants7 Participants3 Participants
Lesioned hemisphere
Right
2 Participants4 Participants2 Participants
Lesioned hemisphere
Unknown
1 Participants2 Participants1 Participants
Lesion Type
Cystic Encephalomalacia
1 Participants1 Participants0 Participants
Lesion Type
Encephalomalacia
1 Participants2 Participants1 Participants
Lesion Type
Hemorrhagic
3 Participants5 Participants2 Participants
Lesion Type
Ischemic
1 Participants1 Participants0 Participants
Lesion Type
Periventricular Leukomalacia
1 Participants1 Participants0 Participants
Lesion Type
Unknown
2 Participants5 Participants3 Participants
Manual Ability Classification System
Level 2: Handles most objects but with some reduced quality and/or speed
6 Participants10 Participants4 Participants
Manual Ability Classification System
Level 3: Handles objects with difficulty - child will need help to prepare and/or modify activities
3 Participants5 Participants2 Participants
Manual Ability Classification System
Level 4: Handles limited selection of easily managed objects and always requires some help
0 Participants0 Participants0 Participants
Manual Ability Classification System
Level I: Level 1: Objects are handled easily and successfully
0 Participants0 Participants0 Participants
Manual Ability Classification System
The child is not able to handle objects or to complete even simple actions with their hands
0 Participants0 Participants0 Participants
Presence of Prenatal Complications
No
7 Participants11 Participants4 Participants
Presence of Prenatal Complications
Yes
2 Participants4 Participants2 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Asian
1 Participants1 Participants0 Participants
Race (NIH/OMB)
Black or African American
0 Participants2 Participants2 Participants
Race (NIH/OMB)
More than one race
1 Participants1 Participants0 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants
Race (NIH/OMB)
White
7 Participants11 Participants4 Participants
Sex: Female, Male
Female
5 Participants10 Participants5 Participants
Sex: Female, Male
Male
4 Participants5 Participants1 Participants
Time of injury
Perinatal
2 Participants2 Participants0 Participants
Time of injury
Postnatal
1 Participants2 Participants1 Participants
Time of injury
Prenatal
4 Participants7 Participants3 Participants
Time of injury
Unknown
2 Participants4 Participants2 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 90 / 6
other
Total, other adverse events
0 / 90 / 6
serious
Total, serious adverse events
0 / 90 / 6

Outcome results

Primary

Change in Assisting Hands Assessment Logit Score at End of Treatment

Participants played a game that required them to perform bimanual tasks while being video recorded. The amount of involvement of the affected arm is scored by viewing the video and converted into a logit score (0-100), with a higher value indicating a better outcome.

Time frame: 2 time points: prior to treatment and at end of 6 weeks of treatment

ArmMeasureValue (MEAN)
Stimulation + Video GamesChange in Assisting Hands Assessment Logit Score at End of Treatment2.63 Scores on a scale
Video Games (no Stimulation)Change in Assisting Hands Assessment Logit Score at End of Treatment4.33 Scores on a scale
Secondary

Change in Melbourne 2 Motor Assessment at End of Treatment

Participants perform 14 test tasks that require reach, grasp, release, and manipulation of simple objects. A video of the test is recorded for scoring across the 30 score items using a three, four or five point scale (higher values indicating better outcomes). Item scores relating to four elements of movement are measured and summed within the corresponding sub-scale. A percentage of the total score (range 0-100%) for each subscale is computed and reported separately, with higher values indicating better outcomes.

Time frame: 2 time points: prior to treatment and at end of 6 weeks of treatment

ArmMeasureGroupValue (MEAN)
Stimulation + Video GamesChange in Melbourne 2 Motor Assessment at End of TreatmentRange of Movement (higher values indicate greater shoulder, trunk, elbow, forearm range of motion)3.50 units on a scale
Stimulation + Video GamesChange in Melbourne 2 Motor Assessment at End of TreatmentTarget Accuracy (higher values indicate closer initial point of sustained contact with objects)1.91 units on a scale
Stimulation + Video GamesChange in Melbourne 2 Motor Assessment at End of TreatmentDexterity (higher values indicate greater grasp, release, and manipulation ability)9.49 units on a scale
Stimulation + Video GamesChange in Melbourne 2 Motor Assessment at End of TreatmentFluency (higher values indicate smother, more coordinated motion)6.39 units on a scale
Video Games (no Stimulation)Change in Melbourne 2 Motor Assessment at End of TreatmentFluency (higher values indicate smother, more coordinated motion)3.97 units on a scale
Video Games (no Stimulation)Change in Melbourne 2 Motor Assessment at End of TreatmentRange of Movement (higher values indicate greater shoulder, trunk, elbow, forearm range of motion)6.17 units on a scale
Video Games (no Stimulation)Change in Melbourne 2 Motor Assessment at End of TreatmentDexterity (higher values indicate greater grasp, release, and manipulation ability)7.02 units on a scale
Video Games (no Stimulation)Change in Melbourne 2 Motor Assessment at End of TreatmentTarget Accuracy (higher values indicate closer initial point of sustained contact with objects)-2.00 units on a scale
Other Pre-specified

Change in Box and Block Test Score at Treatment End

The Box and Blocks test counts how many times the participant can pick up 1 block at t time, move it over a partition, and release it in a target area within 60 seconds. The minimum score is 0. There is no maximum score. The average score of healthy individuals within the age range of this study ranges from 70 to 79. Higher scores are considered to be a better outcome. For each individual, the score prior to treatment was subtracted from the score at 6 months after completion of treatment. Then for each treatment group, these change scores were averaged.

Time frame: 2 time points: prior to treatment and after 6 weeks of treatment

ArmMeasureValue (MEAN)
Stimulation + Video GamesChange in Box and Block Test Score at Treatment End2.47 Number of blocks
Video Games (no Stimulation)Change in Box and Block Test Score at Treatment End0.667 Number of blocks
Other Pre-specified

Change in Instrumented Sine Wave Finger Tracking Error at Treatment End

Finger movement tracking is a method of measuring motor control. The degree of finger extension will be displayed as a cursor on a computer screen, its vertical position corresponding to the degree of finger extension. A sinusoidal trace having a frequency of 0.1 Hz (1 cycle in 10 seconds) will scroll across the screen. The amplitude of the sine-wave track will be scaled so that it oscillates between 15% and 85% of the participant's full active finger extension. The participant will be seated with the wrist and forearm stabilized in a neutral posture. The participant's task is to keep the cursor on or as close to the scrolling trace as possible by extending and flexing their index finger. The vertical distance between the cursor and the target trace will be calculated for every time point of data collected. The error for each 30-sec trial will be the average vertical distance that is equivalent to a percentage of volitional range of motion.

Time frame: 2 time points: prior to treatment start and at end of treatment week 6.

ArmMeasureValue (MEAN)
Stimulation + Video GamesChange in Instrumented Sine Wave Finger Tracking Error at Treatment End-3.59 Percentage of range of motion
Video Games (no Stimulation)Change in Instrumented Sine Wave Finger Tracking Error at Treatment End-3.36 Percentage of range of motion
Other Pre-specified

Number of Cumulative Hand Movement Repetitions During Game Play

The number of hand movement repetitions was computed by calculating the number of hand trajectory direction changes divided by two.

Time frame: 6 weeks

ArmMeasureValue (MEAN)Dispersion
Stimulation + Video GamesNumber of Cumulative Hand Movement Repetitions During Game Play22095 Number of hand movement repetitionsStandard Deviation 7385.2
Video Games (no Stimulation)Number of Cumulative Hand Movement Repetitions During Game Play23035 Number of hand movement repetitionsStandard Deviation 16169

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026