Morteza Pourazar; Fazollah Bagherzadeh; Davood Hoominian
Abstract
Introduction: Purpose of the present study was to investigate the effect of virtual reality training on proprioceptive function of elbow joint in hemiplegic children. methods: Twenty boys ranging from 7 to 12 years, from special schools in Tehran, were randomly divided into the experimental and ...
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Introduction: Purpose of the present study was to investigate the effect of virtual reality training on proprioceptive function of elbow joint in hemiplegic children. methods: Twenty boys ranging from 7 to 12 years, from special schools in Tehran, were randomly divided into the experimental and control groups. The devise used for virtual reality intervention was Xbox 360 Kinect (Microsoft, New York, and United State). Gyroscope device was used for measuring elbow’s joint position sense. Participants in the experimental group took part in the Virtual Reality (VR) program; participants in the control group continued their traditional therapy program. Paired sample t test and independent sample t test were used using SPSS software version 18 at p <0.05 level.Results: Results of independent sample t test showed that although a significant difference was no observed in joint position sense between the experimental and control groups during the pre-test phase (t=0.07, df=18, p=0.944); in the post-test phase, virtual training resulted in better scores for the experimental group (t=2.3, df = 18, p=0.03). Based on the results of paired sample t test, virtual training resulted in significant progress for joint position sense in the experimental group. Conclusion: Our results about using VR systems for patients with CP were in agreement with the findings by Denise Reid. VR intervention results in CP children could be justified by self-efficacy and motor learning theories. This type of therapy yields significant improvements for participants, since it lets them explore new experiences that would otherwise be difficult or dangerous.
Morteza Pourazar; Fazlolah Bagherzadeh; Davoud Houmanian
Abstract
Defects such as spasm, concurrent muscle activity, muscle weakness, and range of motion affect the fine and fine motor function of children with cerebral palsy and lead to movement limitations. Despite the potential of using virtual reality in the rehabilitation of children with cerebral palsy, few studies ...
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Defects such as spasm, concurrent muscle activity, muscle weakness, and range of motion affect the fine and fine motor function of children with cerebral palsy and lead to movement limitations. Despite the potential of using virtual reality in the rehabilitation of children with cerebral palsy, few studies have been conducted in this area.The purpose of the present study was to examine the effects of movement practices in virtual reality environment on range of motion in cerebral palsy children. Twenty children 7-12 years old with cerebral palsy were selected by a convenience sampling method. Participants were homogeneously placed in experimental and control groups based on the average scores. The experimental group performed bowling practice in virtual environment for 3 weeks, but the control group continued their traditional therapy program. Xbox device and universal goniometer were used as instruments. Multivariate analysis of covariance (MANCOVA) and Analyze of Covariance (ANCOVA) were used at p < 0.05 level. Based on MACNOVA test results, there was a significant difference between experimental and control groups at least in one dependent variable (shoulder, elbow, & wrist range of motion) (F = 96/43, p= 0/001). Based on the results of ANCOVA test, experimental group achieved higher averages in shoulder, elbow and wrist range of motion than control group. Virtual reality technology can be used as a treatment approach for improving upper extremity range of motion in children with hemiplegic cerebral Palsy.
Fatemeh Mirakhori; Morteza Pourazar; Fazlollah Bagherzadeh
Abstract
The purpose of the present study was to examine the effects of motor practices using virtual reality practices on static balance of children with cerebral palsy.Twenty girls with cerebral palsy (ranged 7-12 years old) were selected by a convenience sampling method and were divided into the experimental ...
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The purpose of the present study was to examine the effects of motor practices using virtual reality practices on static balance of children with cerebral palsy.Twenty girls with cerebral palsy (ranged 7-12 years old) were selected by a convenience sampling method and were divided into the experimental and control groups. The apparatus of the study was Xbox device. Sharpend Rumberg Test was used to assess the static balance scores. Experimental group performed their practice in the virtual environment during 4 weeks, 3 days per week, and 1 hour per day. Control group continued their common occupational therapy programs. MANCOVA and ANCOVA Tests were used at p