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Virtual Reality Technology For Cognitive Functions Of Children With Down Syndrome

Virtual Reality Technology For Cognitive Functions Of Children With Down Syndrome

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05849818
Enrollment
30
Registered
2023-05-09
Start date
2023-05-31
Completion date
2023-08-31
Last updated
2023-05-09

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

Conditions

Down Syndrome

Keywords

Down syndrome DS, Virtual Reality VR

Brief summary

The purpose of the study is to identify the effect of fully-immersive virtual reality technology on cognitive functions of children with Down syndrome

Detailed description

Intellectual disability is recognized as one of the most prominent features of DS which is the most common genetic cause of intellectual disability. Cognitive functioning often changes across the lifespan and is moderated by several comorbid factors such as sensory impairments, seizures, autism, sleep disruption, and other medical and psychiatric conditions (Grieco et al., 2015). There is encouraging evidence supporting the use of non-immersive virtual environments to provide useful learning, rehabilitation, and leisure experiences for people with intellectual disabilities. Therefore, immersive VR applications may also be an effective way to improve motivation and engagement for children with DS in learning settings (Michalski et al., 2022). Therefore, this study aims to investigate the effect of full-immersive VRapeutic software gaming technology on cognitive functions of children with Down syndrome

Interventions

DEVICEfull-immersive VRapeutic software gaming technology

* Children of the study group will receive VR training sessions 3 times per week for 8 successive weeks. * Viblio VRapeutic fully immersive game will be used. * Manual instructions of the game will be followed and features of the game will be customized. * The child instructed to put back a pile of books on the floor into their shelves. * Level II of the game we will use audio visual distractors , repeated parrot sound and the child is required to order the books by colors * Level III distracting tasks during book ordering * The complexity of the game depend on task duration, number of books and the nature of distractors

Sponsors

Cairo University
Lead SponsorOTHER

Study design

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

Intervention model description

A prospective Randomized controlled trial of pre-post study design with a two months follow up evaluation will be used

Eligibility

Sex/Gender
ALL
Age
6 Years to 10 Years
Healthy volunteers
No

Inclusion criteria

* Diagnosed with Down Syndrome Age from 6-10 years Both Genders will be included IQ Ranges from 50-69(mild intellectual disability) they will be able to understand the instructions able to walk independently

Exclusion criteria

* Significant Visual or Hearing problems Significant mental or psychological problems that interfere with understanding instructions musculoskeletal problems or fixed deformities in upper or lower limbs Current hospitalization for urgent Medical reasons

Design outcomes

Primary

MeasureTime frameDescription
Rate of change of cognitive function by using the rehacom deviceup to two monthsAssessing the change of the cognitive function By using the Rehacom Device within two months

Countries

Egypt

Contacts

Primary ContactAmira Eltohamy, Professor
00201001662350
Backup Contactmaya galal, lecturer
maya.galal@pt.cu.edu.eg00201002631238

Outcome results

None listed

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