TY - JOUR
T1 - The Effects of Virtual Reality Based Rehabilitation on Upper Extremity Function in a Child with Cerebral Palsy
T2 - A Case Report
AU - Mirich, Rachael
AU - Kyvelidou, Anastasia
AU - Greiner, Bobbi S.
N1 - Funding Information:
We would like to thank the participant and his family for participating as well as Neofect and Lauren Sheehan, OTD, OTR/L for lending the Smart Kids device. No funding associated with the study.
Publisher Copyright:
© 2021 Taylor & Francis Group, LLC.
PY - 2021
Y1 - 2021
N2 - Aim: This case report was designed to assess the efficacy of virtual reality (VR) rehabilitation on improving upper extremity function for a child with spastic hemiplegic cerebral palsy. Methods: In addition to conventional therapies completed three times per week, the participant engaged in virtual reality rehabilitation with the Neofect Smart Kids five to seven days per week for six weeks totaling just over twelve hours of intervention time. Outcome measures were administered pre-intervention, post-intervention, and 6-weeks post-intervention. Results: Varying levels of improvement in motor function, quality of movement, and functional use were observed during intervention evidenced by improved scores on the following standardized assessments: Peabody Developmental Motor Scales, Second Edition; the Quality of Upper Extremity Skills Test; and the Pediatric Evaluation and Disability Inventory—Computer Adaptive Test. The participant maintained improvements in motor skills at 6-weeks post intervention, however, the quality of his movements and overall frequency of use with his affected upper extremity decreased in the 6-weeks following termination of intervention. Conclusions: Even though the results are not generalizable, the VR intervention for this child allowed for greater movement repetition and improved functional upper extremity use.
AB - Aim: This case report was designed to assess the efficacy of virtual reality (VR) rehabilitation on improving upper extremity function for a child with spastic hemiplegic cerebral palsy. Methods: In addition to conventional therapies completed three times per week, the participant engaged in virtual reality rehabilitation with the Neofect Smart Kids five to seven days per week for six weeks totaling just over twelve hours of intervention time. Outcome measures were administered pre-intervention, post-intervention, and 6-weeks post-intervention. Results: Varying levels of improvement in motor function, quality of movement, and functional use were observed during intervention evidenced by improved scores on the following standardized assessments: Peabody Developmental Motor Scales, Second Edition; the Quality of Upper Extremity Skills Test; and the Pediatric Evaluation and Disability Inventory—Computer Adaptive Test. The participant maintained improvements in motor skills at 6-weeks post intervention, however, the quality of his movements and overall frequency of use with his affected upper extremity decreased in the 6-weeks following termination of intervention. Conclusions: Even though the results are not generalizable, the VR intervention for this child allowed for greater movement repetition and improved functional upper extremity use.
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U2 - 10.1080/01942638.2021.1909688
DO - 10.1080/01942638.2021.1909688
M3 - Article
C2 - 33926350
AN - SCOPUS:85105212139
VL - 41
SP - 620
EP - 636
JO - Physical and Occupational Therapy in Pediatrics
JF - Physical and Occupational Therapy in Pediatrics
SN - 0194-2638
IS - 6
ER -