Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy.

Introduction: We investigated the feasibility of using computer-assisted arm rehabilitation (CAAR) computer games in schools. Outcomes were children's preference for single player or dual player mode, and changes in arm activity and kinematics.Method: Nine boys and two girls with cerebral palsy (6–1...

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Publicado en:Disability & Rehabilitation: Assistive Technology Vol. 11; no. 4; pp. 281 - 289
Autores principales: Preston, Nick, Weightman, Andrew, Gallagher, Justin, Holt, Raymond, Clarke, Michael, Mon-Williams, Mark, Levesley, Martin, Bhakta, Bipinchandra
Formato: pictorial research tables/charts Journal Article
Publicado: Taylor & Francis Ltd May2016
Acceso en línea:Ver este registro en EBSCOhost
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      dt: May2016
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      pub: Taylor & Francis Ltd
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        atl: Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy.
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          Preston, Nick
          Weightman, Andrew
          Gallagher, Justin
          Holt, Raymond
          Clarke, Michael
          Mon-Williams, Mark
          Levesley, Martin
          Bhakta, Bipinchandra
        affil: Academic Department of Rehabilitation Medicine, Faulty of Medicine and Health, University of Leeds, Leeds, UK
      sug:
        subj:
          Cerebral Palsy Rehabilitation
          Upper Extremity
          Robotics
          Video Games
          User-Computer Interface
          Assistive Technology
          Human
          Child
          Crossover Design
          Male
          Female
          Questionnaires
          Clinical Assessment Tools
          Child: 6-12 years
          Male
          Female
      ab: Introduction: We investigated the feasibility of using computer-assisted arm rehabilitation (CAAR) computer games in schools. Outcomes were children's preference for single player or dual player mode, and changes in arm activity and kinematics.Method: Nine boys and two girls with cerebral palsy (6–12 years, mean 9 years) played assistive technology computer games in single-user mode or with school friends in an AB–BA design. Preference was determined by recording the time spent playing each mode and by qualitative feedback. We used the ABILHAND-kids and Canadian Occupational Performance Measure to evaluate activity limitation, and a portable laptop-based device to capture arm kinematics.Results: No difference was recorded between single-user and dual-user modes (median daily use 9.27 versus 11.2 min,p = 0.214). Children reported dual-user mode was preferable. There were no changes in activity limitation (ABILHAND-kids,p = 0.424; COPM,p = 0.484) but we found significant improvements in hand speed (p = 0.028), smoothness (p = 0.005) and accuracy (p = 0.007).Conclusion: School timetables prohibit extensive use of rehabilitation technology but there is potential for its short-term use to supplement a rehabilitation program. The restricted access to the rehabilitation games was sufficient to improve arm kinematics but not arm activity.Implications for RehabilitationSchool premises and teaching staff present no obstacles to the installation of rehabilitation gaming technology.Twelve minutes per day is the average amount of time that the school time table permits children to use rehabilitation gaming equipment (without disruption to academic attendance).The use of rehabilitation gaming technology for an average of 12 minutes daily does not appear to benefit children's functional performance, but there are improvements in the kinematics of children's upper limb.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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