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Comparing VR and Balance Exercises In Rehabilitation of Adolescent Athletes

Virtual Reality Versus Biodex Balance Training In Adolescent Athletes With Chronic Ankle Instability.

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04592900
Enrollment
90
Registered
2020-10-19
Start date
2018-08-01
Completion date
2020-10-01
Last updated
2021-03-09

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

Conditions

Sport Injury

Keywords

BalanceTraining,, Virtual Reality,, Ankle Instability.

Brief summary

Ankle sprains are common injuries in active young people. Most of these injuries recovery quickly on their own, do not require imaging, and do better with early motion and rehabilitation. High ankle sprains and fractures are much less common but more serious. They may require imaging and more treatment.

Detailed description

Phases of rehabilitation for ankle sprain Phase I treatment involves resting and protecting the ankle to permit healing, to prevent further injury, and to control pain and swelling. Phase II treatment begins once pain and swelling have subsided to the point where the athlete can comfortably bear weight and walk from place to place. Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality. Biodex Balance Training is one of the main tool that used to assess dynamic balance and dynamic limits of stability also it can used as training tool to improve the participant balance training

Interventions

OTHERbalance exercising

selected physical therapy program strengthening the muscles of upper and lower limbs, balancing exercise, gait training in open environment,stretching for elbow flexors and forearms pronators,lower limb hip flexors and knee extensor and ankle dorsiflexors

Sponsors

South Valley University
Lead SponsorOTHER

Study design

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

Masking description

Single (Outcomes Assessor) Blinding process to participants and care providers was impossible due to the nature of intervention therapy. Data were analyzed by an impartial statistician (outcomes assessor), referring to each arm with an encoded name: Group 1 (control group) and Group 2 (virtual reality group), group 3 (Biodex Balance Training)

Intervention model description

G 1 (control) received traditional physical therapy program for 60 min. G 2(study) received traditional physical therapy program for 30 min. and virtual reality for 30 min. G 3 (study) received traditional physical therapy program for 30 min. and Biodex Balance Training all groups treated for four successive months.

Eligibility

Sex/Gender
MALE
Age
13 Years to 16 Years
Healthy volunteers
No

Inclusion criteria

1. Children will have sustained lateral ankle sprain (grade II). 2. Their age was ranging from 13-16 years 3. All children with stable medical and psychological status. 4. They will able to follow the verbal commands or instructions during testing.

Exclusion criteria

1. Children with ankle or foot deformity 2. Unstable medical and psychological status. 3. Children not able to follow the verbal commands or instructions during testing 4. Children with any disorder affecting balance.

Design outcomes

Primary

MeasureTime frameDescription
dynamic balance testantro-posterior stability index at day 0antro-posterior stability index

Countries

Egypt

Outcome results

None listed

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