Effectiveness of an innovative computer game-based exercise and learning platform for rehabilitation of motor and cognitive impairments in children with Cerebral Palsy.- A RCT Protocol Anuprita Kanitkar, PT, M.Sc.¹, Dr. Tony Szturm, PT, Ph.D.¹, Dr. Sanjay Parmar, BPT, MPT, PhD² , Gina Rempel, MD¹, Gayle Restall, OT, PhD¹, Dorcas Gandhi, BPT, MPT ³, Jeyaraj Pandian, MD, DM, FRACP ³, Dr. Nilashri Naik, BPT, MPT ² ¹ University of Manitoba, Canada., ² S.D.M. College of Physiotherapy, Dharwad, India, ³ Christian Medical College, Ludhiana, India BACKGROUND Cerebral Palsy (CP) and acquired brain injuries cause deficits in fine and gross motor skills and often have co-occurring deficits in visualspatial processing skills. Effective approaches that motivate children with CP to engage in longterm and repetitive task practice programs for neuro-rehabilitation are required. RESEARCH GOAL To produce innovative and cost effective therapeutic approaches to improve neurodevelopmental outcomes for children with CP. Pre-Intervention RESEARCH OBJECTIVES An exploratory RCT to evaluate the feasibility of the computer game-based rehabilitation (CGR) platform. An experimental as well as a conventional group will receive therapy for 45 minutes thrice a week for 16 weeks. OUTCOME MEASURES PDMS-2 (FMQ and VMQ) QUEST The Computer Game-based Rehabilitation Platform (CGR) assessment for fine and gross motor skills INCLUSION & EXCLUSION CRITERIA Children with CP (4-8 years of age) (n=140) with moderate upper extremity impairments and fine motor control abnormalities after screening GMFCS (Score2-4) MACS (Score2-4) Modified Ashworth Scale (1 to 1+) MMSE (17 and above) COMPONENTS OF THE COMPUTER GAME-BASED REHABILITATION PLATFORM (CGR) Wireless motion detecting mouse. A designed software-based Assessment Game. Treatment computer games Automated Outcomes (See Figure 1) Success rate Response time Execution time Movement variation Post-Intervention Pre and post example result graphs of the assessment game played with peanut ball by a child with spastic hemiplegia Pre and post example result graphs of the assessment game played with a soccer ball by a child with spastic diplegia CGR is a Flexible and Client-centered platform Many diverse object manipulation tasks with varied functional demands (See Figure 2). Take advantage of ergonomic properties to amplify small/limited voluntary movements. Common/modern games offered many levels of movement precision and visuospatial processing skills. EXPECTATIONS Objective electronic evaluation for tele-monitoring (See Figure 3). Pre and post example result graphs of the assessment game played with a Cone by a child with spastic diplegia Figure 2: Example object manipulation task used for assessment and/or treatment. miniature, wireless motion mouse is attached with Velcro to each object. Each objectmanipulation task has specific fine or gross motor skill qualities for therapeutic exercise or ergonomic properties. Figure 3: Results of pilot study of 3 children with CP who received the game- based therapy program. Shown are overlay plots of game movements for medium amplitude as in Fig 1. (left-pre, right-post) Development of Canada-India research excellence and capacity in Telerehabilitation. ACKNOWLEDGEMENT: AACPDM 70th annual Meeting, Hollywood, Florida Contact Information: Ms. Anuprita Kanitkar, M. Sc. PT. Email: [email protected] Figure 1: Top left panel: Game snapshot. Top right panel: Overlay trajectories of segmented movements for each game event. Bottom Left panel: Game movements in the previous panel sorted by direction and amplitude to obtain multiple responses of each movement direction and amplitude. Bottom Right Panel: Features quantified (and averaged) from each game movement.
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