Efeito de intervenção com realidade virtual sobre a condição de saúde de crianças com paralisia cerebral

Detalhes bibliográficos
Autor(a) principal: Arnoni, Joice Luiza Bruno
Data de Publicação: 2015
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da UFSCAR
Texto Completo: https://repositorio.ufscar.br/handle/ufscar/5351
Resumo: Virtual reality (VR) has been considered an important tool for rehabilitation of children with cerebral palsy (CP). Nevertheless, although there is some evidence about its positive effects in rehabilitation by means of existent systematic reviews, its important to investigate the methodological quality of these reviews, providing an update and also enabling practice based on evidence. Thus we developed the Study 1, with the objective of synthetize in a descriptive way the results of the existent studies and evaluate the methodological quality of the existent systematic reviews which employed VR as a tool in the rehabilitation of children with CP. The results of this first study allow us to identify the lack of primary studies in the evaluated reviews presenting a good level of evidence as well as an adequate methodological design. Moreover, the use of reliable outcome measures such as the quantitative measure of postural oscillation by means of force plate and validated scales and questionnaires might help in a reliable investigation of the effects of VR in rehabilitation of CP children. Thus, taking into account the lack of studies with good levels of evidence about the effects of the use of VR in rehabilitation, we developed the Study 2 with the aim of evaluate the effects of an intervention using VR in children with CP on their levels of postural oscillation, gross motor function and assiduousness to the therapy. Methods: In the Study 1 we searched the databases PubMed, Science Direct, Web of Science, Scopus, Lilacs, Scielo, PEDro and Cochrane Database of Systematic Reviews using the following keywords: child, children, virtual reality , videogame system and cerebral palsy . We selected 5 studies which meet the inclusion criteria and evaluated it using the Overview Quality Assessment Questionnaire. Study 2 was a randomized controlled trial with longitudinal design and clinical purposes. Fifteen children with CP (10±3 years) with levels I and II of Gross Motor Function Classification System (GMFCS), regularly inserted in physical therapy programs participated in the study. We did not include children with deficits that could compromise their performance in the proposed activities in virtual environment. The sample was shared in two groups by chance: Intervention Group (IG=7) and Control Group (CG=8). GI was submitted to a VR intervention protocol using an active videogame (Xbox 360º Kinect) which lasted 8 weeks with 45 sessions twice a week. CG was instructed to keep their traditional rehabilitation activities. We used four games with demands of balance, motor coordination, jumps, squats and latero-lateral weight shifts. All the children were evaluated in the beginning and after the end of the intervention protocol using the force platform and the Gross Motor Function Measure (GMFM) in the dimensions D and E. The analyzed variables in force platform were total oscillation of the center of pressure (TO of CoP), medio-lateral and antero-posterior amplitude of CoP displacement (ML and AP Amp of CoP), area and velocity of CoP oscillation (Vel of CoP). We calculated the clinically significant changes in GMFM (> 1%) and assiduousness to the therapy. Statistical analysis was conducted using MANOVA with repeated measures to verify differences between the groups before and after the intervention protocol to postural oscillation and Wilcoxon test to verify differences between before and after the intervention to variables of GMFM. Results: Study 1: Primary studies of the reviews were published between 1995 and 2011. The most used databases were CINAHL, EMBASE e PEDro. The most used instrument to evaluate quality of the reviews was American Academy for Cerebral Palsy and Developmental Medicine. The main used equipment was Mandala Gesture XTreme e Rehabilitation Exercise System. The quality assessment of the reviews have showed one study with minimums methodological failures, three studies with small ones and one paper presented small defects. Study 2: We observed a significant difference pre and post intervention. We only verified clinically significant changes in the dimensions D and E of GMFM for the IG. All participants in GI completed the eight weeks of intervention with an assiduousness of 85,1% ±8,7%. We did not find significant differences for the force platform variables related to postural oscillation. Conclusions: Study 1: VR has been widely employed in the rehabilitation of children with CP. We identified a growing trend in the interest for this issue in literature. Although we have found systematic reviews with good methodological quality, the level of evidence of the primary studies was low. Study 2: Rehabilitation using VR by means of videogame was able to improve gross motor function in children with CP levels I and II of GMFCS and also keep high levels of assiduousness to therapy. However, we could not find similar results in the patterns of postural oscillation. These results enable us to use VR as an adjuvant therapy in physical rehabilitation of children with CP.
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spelling Arnoni, Joice Luiza BrunoRocha, Nelci Adriana Cicuto Ferreirahttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4700957J8&dataRevisao=nullhttp://lattes.cnpq.br/086503653810334901f1a942-41d9-4e65-874f-bf6816920bc22016-06-02T20:19:27Z2015-05-272016-06-02T20:19:27Z2015-02-24ARNONI, Joice Luiza Bruno. Efeito de intervenção com realidade virtual sobre a condição de saúde de crianças com paralisia cerebral. 2015. 96 f. Dissertação (Mestrado em Ciências Biológicas) - Universidade Federal de São Carlos, São Carlos, 2015.https://repositorio.ufscar.br/handle/ufscar/5351Virtual reality (VR) has been considered an important tool for rehabilitation of children with cerebral palsy (CP). Nevertheless, although there is some evidence about its positive effects in rehabilitation by means of existent systematic reviews, its important to investigate the methodological quality of these reviews, providing an update and also enabling practice based on evidence. Thus we developed the Study 1, with the objective of synthetize in a descriptive way the results of the existent studies and evaluate the methodological quality of the existent systematic reviews which employed VR as a tool in the rehabilitation of children with CP. The results of this first study allow us to identify the lack of primary studies in the evaluated reviews presenting a good level of evidence as well as an adequate methodological design. Moreover, the use of reliable outcome measures such as the quantitative measure of postural oscillation by means of force plate and validated scales and questionnaires might help in a reliable investigation of the effects of VR in rehabilitation of CP children. Thus, taking into account the lack of studies with good levels of evidence about the effects of the use of VR in rehabilitation, we developed the Study 2 with the aim of evaluate the effects of an intervention using VR in children with CP on their levels of postural oscillation, gross motor function and assiduousness to the therapy. Methods: In the Study 1 we searched the databases PubMed, Science Direct, Web of Science, Scopus, Lilacs, Scielo, PEDro and Cochrane Database of Systematic Reviews using the following keywords: child, children, virtual reality , videogame system and cerebral palsy . We selected 5 studies which meet the inclusion criteria and evaluated it using the Overview Quality Assessment Questionnaire. Study 2 was a randomized controlled trial with longitudinal design and clinical purposes. Fifteen children with CP (10±3 years) with levels I and II of Gross Motor Function Classification System (GMFCS), regularly inserted in physical therapy programs participated in the study. We did not include children with deficits that could compromise their performance in the proposed activities in virtual environment. The sample was shared in two groups by chance: Intervention Group (IG=7) and Control Group (CG=8). GI was submitted to a VR intervention protocol using an active videogame (Xbox 360º Kinect) which lasted 8 weeks with 45 sessions twice a week. CG was instructed to keep their traditional rehabilitation activities. We used four games with demands of balance, motor coordination, jumps, squats and latero-lateral weight shifts. All the children were evaluated in the beginning and after the end of the intervention protocol using the force platform and the Gross Motor Function Measure (GMFM) in the dimensions D and E. The analyzed variables in force platform were total oscillation of the center of pressure (TO of CoP), medio-lateral and antero-posterior amplitude of CoP displacement (ML and AP Amp of CoP), area and velocity of CoP oscillation (Vel of CoP). We calculated the clinically significant changes in GMFM (> 1%) and assiduousness to the therapy. Statistical analysis was conducted using MANOVA with repeated measures to verify differences between the groups before and after the intervention protocol to postural oscillation and Wilcoxon test to verify differences between before and after the intervention to variables of GMFM. Results: Study 1: Primary studies of the reviews were published between 1995 and 2011. The most used databases were CINAHL, EMBASE e PEDro. The most used instrument to evaluate quality of the reviews was American Academy for Cerebral Palsy and Developmental Medicine. The main used equipment was Mandala Gesture XTreme e Rehabilitation Exercise System. The quality assessment of the reviews have showed one study with minimums methodological failures, three studies with small ones and one paper presented small defects. Study 2: We observed a significant difference pre and post intervention. We only verified clinically significant changes in the dimensions D and E of GMFM for the IG. All participants in GI completed the eight weeks of intervention with an assiduousness of 85,1% ±8,7%. We did not find significant differences for the force platform variables related to postural oscillation. Conclusions: Study 1: VR has been widely employed in the rehabilitation of children with CP. We identified a growing trend in the interest for this issue in literature. Although we have found systematic reviews with good methodological quality, the level of evidence of the primary studies was low. Study 2: Rehabilitation using VR by means of videogame was able to improve gross motor function in children with CP levels I and II of GMFCS and also keep high levels of assiduousness to therapy. However, we could not find similar results in the patterns of postural oscillation. These results enable us to use VR as an adjuvant therapy in physical rehabilitation of children with CP.A realidade virtual (RV) tem se destacado como ferramenta de reabilitação para crianças com Paralisia Cerebral (PC). Entretanto, embora haja evidências sobre o seu efeito, é importante investigar a qualidade das revisões sistemáticas produzidas, atualizando o conhecimento e viabilizando a prática baseada em evidência. A partir dessa necessidade foi desenvolvido o Estudo I com objetivo de sintetizar os resultados dos estudos de forma descritiva e avaliar a qualidade metodológica das revisões sistemáticas que utilizaram a RV como ferramenta na reabilitação para crianças com PC. A partir desse estudo foi identificado que uma das lacunas sobre os efeitos da terapia baseada em RV relaciona-se ao baixo nível de evidencia dos estudos primários e a necessidade de um forte delineamento metodológico. Ainda, medidas de desfecho confiáveis, como a avaliação das oscilações corporais em plataforma de força e escalas funcionais de avaliação, podem auxiliar na busca por efeitos da reabilitação por RV. Em vista do exposto, foi desenvolvido o Estudo II com objetivo de avaliar o efeito da intervenção com RV na oscilação corporal e função motora grossa de crianças com PC. Métodos: No Estudo I, as bases de dados pesquisadas foram PubMed, Science Direct, Web of Science, Scopus, Lilacs, Scielo, PEDro e Cochrane Database of Systematic Reviews com os seguintes termos: child, children, virtual reality , videogame system e cerebral palsy . Cinco artigos foram selecionados e avaliados segundo o Overview Quality Assessment Questionnaire. O Estudo II foi um ensaio clinico randomizado e controlado, com avaliador cego, de caráter longitudinal e com objetivos clínicos. Quinze crianças com PC (10±3 anos) níveis I e II de Gross Motor Function Classification System (GMFCS), frequentando regularmente reabilitação fisioterapêutica participaram deste estudo. Não foram incluídas crianças com quaisquer déficits potencialmente limitantes ao desempenho das atividades propostas em ambiente virtual. A amostra foi estabelecida ao acaso em grupo intervenção (GI: n = 7) e grupo controle (GC: n = 8). As crianças do GI passaram por intervenção com RV utilizando um videogame ativo (Xbox 360º Kinect), por um período de oito semanas, duas vezes por semana durante 45 minutos. As crianças do GC foram instruídas a continuar em suas atividades de reabilitação convencionais. Foram utilizados quatro jogos com demandas de equilíbrio, coordenação motora, saltos, agachamentos e deslocamento lateral do corpo. Todas as crianças foram avaliadas em plataforma de força (Bertec portátil FP4060-05) para aquisição das variáveis: Oscilação Total, Amplitude de Deslocamento, Área de Oscilação e Velocidade Média de Oscilação do centro de pressão (CoP) e por meio da Gross Motor Function Measure (GMFM) nas dimensões D (em pé) e E (andar, correr e pular) no início e após o término da intervenção. Foram calculadas as alterações clinicamente significativas da GMFM (> 1%) e a frequência à terapia durante a intervenção. Para o cálculo estatístico foi utilizada a MANOVA com medidas repetidas para verificar as diferenças entre os grupos antes e após o período de intervenção para as oscilações corporais e o teste não paramétrico de Wilcoxon para verificar a diferença entre Pré e Pós intervenção nas dimensões do GMFM. Resultados: Estudo I: O período de publicação dos estudos primários foi de 1995 a 2011. As bases mais utilizadas foram CINAHL, EMBASE e PEDro. O instrumento mais utilizado para avaliação da qualidade foi American Academy for Cerebral Palsy and Developmental Medicine. Os principais equipamentos utilizados foram Mandala Gesture XTreme e Rehabilitation Exercise System. Quanto à avaliação da qualidade, um artigo demonstrou mínimas falhas. Pequenas falhas são apontadas em três artigos e pequenos defeitos em um artigo. Estudo II: Para o GMFM houve diferença significativa na análise intragrupo considerando Pré e Pós intervenção nas dimensões D e E. Foram identificadas alterações clinicamente significativas para ambas as dimensões do GMFM somente no GI. Todos os participantes GI completaram as oito semanas de reabilitação com uma frequência à terapia de 85,1% ±8,7%. Não foram identificadas diferenças significativas para as variáveis referentes à oscilação corporal. Conclusões: Estudo I: A realidade virtual é utilizada na reabilitação de crianças com paralisia cerebral e uma tendência crescente no interesse em estudar tal ferramenta foi identificada. Os estudos primários possuem baixo nível de evidencia, no entanto, nas revisões sistemáticas foram identificadas mínimas falhas, sugerindo a boa qualidade de seu delineamento. Estudo II: A intervenção baseada em RV por meio de um videogame ativo é capaz de melhorar a função motora grossa de crianças com PC, níveis de GMFCS I e II. Entretanto, não foi capaz de melhorar as variáveis relativas à oscilação corporal nessa população. A partir de tais conhecimentos, é possível viabilizar a utilização clínica da RV como coadjuvante na reabilitação de crianças com PC, preenchendo lacunas da literatura a respeito da qualidade das evidencias, do efeito da intervenção na oscilação corporal e na função motora grossa.Universidade Federal de Sao Carlosapplication/pdfporUniversidade Federal de São CarlosPrograma de Pós-Graduação em Fisioterapia - PPGFtUFSCarBRParalisia cerebralCriançasRealidade virtualVideo gamesPrática baseada em evidênciasReabilitaçãoChildrenVirtual realityVideogameCerebral palsyRehabilitationEvidence practice basedCIENCIAS DA SAUDE::FISIOTERAPIA E TERAPIA OCUPACIONALEfeito de intervenção com realidade virtual sobre a condição de saúde de crianças com paralisia cerebralinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis-1-1eed0fa6c-c912-42bd-8bdf-448002d8b046info:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFSCARinstname:Universidade Federal de São Carlos (UFSCAR)instacron:UFSCARORIGINAL6806.pdfapplication/pdf1028620https://repositorio.ufscar.br/bitstream/ufscar/5351/1/6806.pdf41bb5ec0a2835381dc30bf0108926d15MD51TEXT6806.pdf.txt6806.pdf.txtExtracted texttext/plain0https://repositorio.ufscar.br/bitstream/ufscar/5351/2/6806.pdf.txtd41d8cd98f00b204e9800998ecf8427eMD52THUMBNAIL6806.pdf.jpg6806.pdf.jpgIM Thumbnailimage/jpeg6069https://repositorio.ufscar.br/bitstream/ufscar/5351/3/6806.pdf.jpg1b047874ee0d6fc8c77c742067372fa1MD53ufscar/53512023-09-18 18:31:36.019oai:repositorio.ufscar.br:ufscar/5351Repositório InstitucionalPUBhttps://repositorio.ufscar.br/oai/requestopendoar:43222023-09-18T18:31:36Repositório Institucional da UFSCAR - Universidade Federal de São Carlos (UFSCAR)false
dc.title.por.fl_str_mv Efeito de intervenção com realidade virtual sobre a condição de saúde de crianças com paralisia cerebral
title Efeito de intervenção com realidade virtual sobre a condição de saúde de crianças com paralisia cerebral
spellingShingle Efeito de intervenção com realidade virtual sobre a condição de saúde de crianças com paralisia cerebral
Arnoni, Joice Luiza Bruno
Paralisia cerebral
Crianças
Realidade virtual
Video games
Prática baseada em evidências
Reabilitação
Children
Virtual reality
Videogame
Cerebral palsy
Rehabilitation
Evidence practice based
CIENCIAS DA SAUDE::FISIOTERAPIA E TERAPIA OCUPACIONAL
title_short Efeito de intervenção com realidade virtual sobre a condição de saúde de crianças com paralisia cerebral
title_full Efeito de intervenção com realidade virtual sobre a condição de saúde de crianças com paralisia cerebral
title_fullStr Efeito de intervenção com realidade virtual sobre a condição de saúde de crianças com paralisia cerebral
title_full_unstemmed Efeito de intervenção com realidade virtual sobre a condição de saúde de crianças com paralisia cerebral
title_sort Efeito de intervenção com realidade virtual sobre a condição de saúde de crianças com paralisia cerebral
author Arnoni, Joice Luiza Bruno
author_facet Arnoni, Joice Luiza Bruno
author_role author
dc.contributor.authorlattes.por.fl_str_mv http://lattes.cnpq.br/0865036538103349
dc.contributor.author.fl_str_mv Arnoni, Joice Luiza Bruno
dc.contributor.advisor1.fl_str_mv Rocha, Nelci Adriana Cicuto Ferreira
dc.contributor.advisor1Lattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4700957J8&dataRevisao=null
dc.contributor.authorID.fl_str_mv 01f1a942-41d9-4e65-874f-bf6816920bc2
contributor_str_mv Rocha, Nelci Adriana Cicuto Ferreira
dc.subject.por.fl_str_mv Paralisia cerebral
Crianças
Realidade virtual
Video games
Prática baseada em evidências
Reabilitação
topic Paralisia cerebral
Crianças
Realidade virtual
Video games
Prática baseada em evidências
Reabilitação
Children
Virtual reality
Videogame
Cerebral palsy
Rehabilitation
Evidence practice based
CIENCIAS DA SAUDE::FISIOTERAPIA E TERAPIA OCUPACIONAL
dc.subject.eng.fl_str_mv Children
Virtual reality
Videogame
Cerebral palsy
Rehabilitation
Evidence practice based
dc.subject.cnpq.fl_str_mv CIENCIAS DA SAUDE::FISIOTERAPIA E TERAPIA OCUPACIONAL
description Virtual reality (VR) has been considered an important tool for rehabilitation of children with cerebral palsy (CP). Nevertheless, although there is some evidence about its positive effects in rehabilitation by means of existent systematic reviews, its important to investigate the methodological quality of these reviews, providing an update and also enabling practice based on evidence. Thus we developed the Study 1, with the objective of synthetize in a descriptive way the results of the existent studies and evaluate the methodological quality of the existent systematic reviews which employed VR as a tool in the rehabilitation of children with CP. The results of this first study allow us to identify the lack of primary studies in the evaluated reviews presenting a good level of evidence as well as an adequate methodological design. Moreover, the use of reliable outcome measures such as the quantitative measure of postural oscillation by means of force plate and validated scales and questionnaires might help in a reliable investigation of the effects of VR in rehabilitation of CP children. Thus, taking into account the lack of studies with good levels of evidence about the effects of the use of VR in rehabilitation, we developed the Study 2 with the aim of evaluate the effects of an intervention using VR in children with CP on their levels of postural oscillation, gross motor function and assiduousness to the therapy. Methods: In the Study 1 we searched the databases PubMed, Science Direct, Web of Science, Scopus, Lilacs, Scielo, PEDro and Cochrane Database of Systematic Reviews using the following keywords: child, children, virtual reality , videogame system and cerebral palsy . We selected 5 studies which meet the inclusion criteria and evaluated it using the Overview Quality Assessment Questionnaire. Study 2 was a randomized controlled trial with longitudinal design and clinical purposes. Fifteen children with CP (10±3 years) with levels I and II of Gross Motor Function Classification System (GMFCS), regularly inserted in physical therapy programs participated in the study. We did not include children with deficits that could compromise their performance in the proposed activities in virtual environment. The sample was shared in two groups by chance: Intervention Group (IG=7) and Control Group (CG=8). GI was submitted to a VR intervention protocol using an active videogame (Xbox 360º Kinect) which lasted 8 weeks with 45 sessions twice a week. CG was instructed to keep their traditional rehabilitation activities. We used four games with demands of balance, motor coordination, jumps, squats and latero-lateral weight shifts. All the children were evaluated in the beginning and after the end of the intervention protocol using the force platform and the Gross Motor Function Measure (GMFM) in the dimensions D and E. The analyzed variables in force platform were total oscillation of the center of pressure (TO of CoP), medio-lateral and antero-posterior amplitude of CoP displacement (ML and AP Amp of CoP), area and velocity of CoP oscillation (Vel of CoP). We calculated the clinically significant changes in GMFM (> 1%) and assiduousness to the therapy. Statistical analysis was conducted using MANOVA with repeated measures to verify differences between the groups before and after the intervention protocol to postural oscillation and Wilcoxon test to verify differences between before and after the intervention to variables of GMFM. Results: Study 1: Primary studies of the reviews were published between 1995 and 2011. The most used databases were CINAHL, EMBASE e PEDro. The most used instrument to evaluate quality of the reviews was American Academy for Cerebral Palsy and Developmental Medicine. The main used equipment was Mandala Gesture XTreme e Rehabilitation Exercise System. The quality assessment of the reviews have showed one study with minimums methodological failures, three studies with small ones and one paper presented small defects. Study 2: We observed a significant difference pre and post intervention. We only verified clinically significant changes in the dimensions D and E of GMFM for the IG. All participants in GI completed the eight weeks of intervention with an assiduousness of 85,1% ±8,7%. We did not find significant differences for the force platform variables related to postural oscillation. Conclusions: Study 1: VR has been widely employed in the rehabilitation of children with CP. We identified a growing trend in the interest for this issue in literature. Although we have found systematic reviews with good methodological quality, the level of evidence of the primary studies was low. Study 2: Rehabilitation using VR by means of videogame was able to improve gross motor function in children with CP levels I and II of GMFCS and also keep high levels of assiduousness to therapy. However, we could not find similar results in the patterns of postural oscillation. These results enable us to use VR as an adjuvant therapy in physical rehabilitation of children with CP.
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