Sensory-Motor Integration Versus Virtual Reality-Based Exercise in Children With Cerebral Palsy

Trial statusNot yet recruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age6-12
SponsorYeditepe University

About this trial

This study aims to compare the clinical effects of a sensory-motor integration-based exercise program and a virtual reality-based exercise program on gross motor function, balance, and functional mobility in children with cerebral palsy. Participants will be randomly assigned to one of two groups. Both groups will continue to receive standard conventional physiotherapy. In addition, one group will receive a structured sensory-motor integration-based exercise program, while the other group will receive a Nintendo Wii Sports-based virtual reality exercise program. The intervention period will last 16 weeks, with two sessions per week. Outcomes will be assessed before and after the intervention using standardized clinical measures.

Eligibility criteria

This trial does not accept healthy volunteers

Qualifiers

Diagnosed with cerebral palsy, including diplegic, hemiplegic, or dyskinetic types

Gross Motor Function Classification System level I, II, or III

Aged between 6 and 12 years

Having sufficient cognitive ability to understand and follow simple verbal instructions

Disqualifiers

Gross Motor Function Classification System level IV or V

Spasticity level of 2 or higher in target muscle groups according to the Modified Ashworth Scale

Botulinum toxin injection within the last 6 months

Orthopedic or neurological surgery affecting motor function within the last 6 months

Trial design

Design model

Parallel

Treatments tested in this trial

  • Sensory-Motor Integration-Based Exercise Program

    Behavioral

    A structured sensory-motor integration-based exercise program targeting postural control, balance, motor planning, sensory processing, body awareness, and functional movement organization through tactile, vestibular, and proprioceptive sensory inputs. The program will be administered in addition to standard conventional physiotherapy.

  • Virtual Reality-Based Exercise Program

    Behavioral

    A Nintendo Wii Sports-based virtual reality exercise program using visual and auditory feedback in a game-based environment to support motivation, task-oriented movement repetition, balance, and functional motor performance. The program will be administered in addition to standard conventional physiotherapy.

Treatment groups

8 Participants
are divided into 2 treatment groups
Group A: Sensory-Motor Integration-Based Exercise ProgramExperimental treatment 1 intervention
Group B: Virtual Reality-Based Exercise ProgramActive comparator 1 intervention

Trial outcomes

Primary outcomes

1

Change in Gross Motor Function Measure Dimensions D and E Score

Gross motor function will be assessed using the Gross Motor Function Measure, dimensions D and E. The assessment will evaluate standing, walking, running, and jumping-related gross motor abilities in children with cerebral palsy.

Time frame
Baseline and week 17
2

Change in Pediatric Balance Scale Score

Functional balance will be assessed using the Pediatric Balance Scale. Higher scores indicate better functional balance performance.

Time frame
Baseline and week 17
3

Change in Timed Up and Go Test Performance

Functional mobility and dynamic balance will be assessed using the Timed Up and Go Test. The time required to stand up from a chair, walk 3 meters, turn, return, and sit down will be recorded in seconds. Shorter completion time indicates better functional mobility.

Time frame
Baseline and week 17

Secondary outcomes

1

Change in ABILHAND-Kids Score

Upper extremity and hand function in daily activities will be assessed using the ABILHAND-Kids questionnaire completed with parent or caregiver report.

Time frame
Baseline and week 17
2

Change in Hand Grip Strength

Hand grip strength will be measured using a calibrated hand dynamometer according to a standardized testing position. Measurements will be performed for each hand, and the highest value will be used for analysis.

Time frame
Baseline and week 17
3

Change in Physical Activity Self-Efficacy Scale for Children Score

Physical activity self-efficacy will be assessed using the Physical Activity Self-Efficacy Scale for Children to evaluate children's perceived confidence and ability to participate in physical activity.

Time frame
Baseline and week 17

Other outcomes

Sponsors and contacts

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