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Effect of Gamified Balance Training Using Virtual Reality on Postural Control in Children with Spastic Diplegic Cerebral Palsy; A Randomized Control Study

Effect of Gamified Balance Training Using Virtual Reality on Postural Control in Children with Spastic Diplegic Cerebral Palsy; A Randomized Control Study

Status
Active, not recruiting
Phases
Phase 4
Study type
Interventional
Source
PACTR
Registry ID
PACTR202502864625688
Enrollment
50
Registered
2025-02-24
Start date
2022-11-01
Completion date
Unknown
Last updated
2026-09-14

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

Conditions

Paediatrics

Interventions

Conventional physical therapy program including balance and gait training
Virtual Reality

Sponsors

Hamada Ayoub
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: their ages from 7-12 years, grade 1 and 1+ spasticity, level I and II on GMFSC, able to understand and follow simple orders.

Exclusion criteria

Exclusion criteria: 1- Visual or hearing defects. 2- Orthopedic surgery or Botulinum Toxin injection in the last 6 months. 3- Spinal deformities. 4- Fixed deformity in upper and lower extremities.

Design outcomes

Primary

MeasureTime frame
All children were examined clinically pre- and post-treatment using HUMAC balance and tilt system to asses Limit of Stability (LOS), Center of Pressure (COP), and the Modified Clinical Test of Sensory Integration of Balance (mCTSIB).

Secondary

MeasureTime frame
Limit of Stability (LOS), Center of Pressure (COP), and the Modified Clinical Test of Sensory Integration of Balance (mCTSIB).

Countries

Egypt

Contacts

Public ContactHamada Ayoub

Assistant Professor.

hamada.ayob@pt.cu.edu.eg+201096826636

Outcome results

None listed

Source: PACTR (via WHO ICTRP) · Data processed: Sep 19, 2026