Reid Denise T
Graduate Department of Rehabilitation Science and Department of Occupational Therapy, Faculty of Medicine, University of Toronto, ON, Canada.
Pediatr Rehabil. 2002 Jul-Sep;5(3):141-8. doi: 10.1080/1363849021000039344.
This paper presents the results of a clinical trial of a virtual reality play-based intervention. The results of three single case studies are presented. The virtual reality intervention used the Mandala Gesture Xtreme technology. It was applied to three school-aged children with cerebral palsy. A pre-test-post-test design was used. The relevant outcome of interest was self-efficacy as measured with the Canadian Occupational Performance Measure (COPM). Group scores on the COPM indicated clinically significant changes in self-efficacy for all children. Two of the participants demonstrated the greatest changes in both perceived performance abilities and satisfaction with performance with respect to task specific domain areas. Qualitative comments from the participants revealed a high degree of motivation, interest, pleasure, and opportunity for engagement in play, activities not previously engaged in. Overall, this pilot study suggests the viability of a virtual reality play-based intervention as part of the rehabilitation process for children with cerebral palsy. These results form the basis of a larger scale randomized clinical trial.
本文介绍了一项基于虚拟现实游戏的干预措施的临床试验结果。文中呈现了三个单病例研究的结果。虚拟现实干预采用了曼陀罗手势极限技术。该技术应用于三名学龄期脑瘫儿童。研究采用了前测-后测设计。感兴趣的相关结果是通过加拿大职业表现测量量表(COPM)测得的自我效能感。COPM的组分数值表明,所有儿童的自我效能感都有临床上显著的变化。两名参与者在特定任务领域的感知表现能力和对表现的满意度方面都有最大的变化。参与者的定性评价显示,他们有高度的积极性、兴趣、愉悦感,并且有机会参与到之前未曾参与过的游戏和活动中。总体而言,这项初步研究表明,基于虚拟现实游戏的干预措施作为脑瘫儿童康复过程的一部分具有可行性。这些结果构成了一项更大规模随机临床试验的基础。