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Showing 1 results for Hemiparesis Cerebral Palsy
Hamid Rostami, Seyf Allah Jahantabi Nejad, Ali Arastoo, Volume 5, Issue 3 (12-2011)
Abstract
Background and aim: Virtual Reality is a computer technology with virtual environment and objects, which people manipulate virtual environment through active participation. The aim of this study was to determine the effect of practice in virtual environment on upper limb function of children with spastic hemiparetic cerebral palsy. Materials and Methods: In this single blinded, randomized, controlled trial, 16 children with hemiparetic cerebral palsy were evaluated in a simple random sampling of Ahvaz city in 2 groups (virtual reality and control). Treatment protocol consisted of one and half hours sessions of practice in virtual environment for 4-week, every other day. Measures were conducted pre, post and 3-month after the treatment period by Pediatrics Motor Activity Log and Bruininks-Oseretsky Test of Motor proficiency. Sample randomization and data analysis by analysis of variance with repeated measures were conducted by SPSS-16 software in alpha level set at 0.05. Results: Subjects in virtual reality group showed significant improvement (p<0.01) in post-test measures (bruininks-oseretsky test of motor proficiency, speed and dexterity: mean change from 0.25±0.06 to 1.22±0.23). Results were retained for both groups in follow up session. Conclusion: Virtual reality technology through intensive and repetitive practice in an interactive and motivational environment is a promising method to improve upper limb function of children with hemiparetic cerebral palsy.
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