Effects of Plyometric Training Versus Virtual Reality Among Hemiplegic Cerebral Palsy
1 other identifier
interventional
28
1 country
1
Brief Summary
The purpose of this study is to compare the effects of plyometric training versus virtual reality on upper limb among hemiplegic cerebral palsy
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started May 2023
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
May 30, 2023
CompletedFirst Submitted
Initial submission to the registry
June 26, 2023
CompletedFirst Posted
Study publicly available on registry
July 5, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
August 30, 2023
CompletedStudy Completion
Last participant's last visit for all outcomes
September 20, 2023
CompletedJuly 5, 2023
June 1, 2023
3 months
June 26, 2023
June 26, 2023
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Quality of Upper Extremity Skill Tests
Quality of Upper Extremity Skills Test (QUEST) is an outcome measure designed to evaluate movement patterns and hand function in children with cerebral palsy
4 weeks
Ball & Box Test
The Box and Block Test (BBT) measures unilateral gross manual dexterity
4 weeks
Study Arms (2)
Virtual Reality
EXPERIMENTALVirtual Reality Therapy that includes use of VR goggle, VR headset and play station if available. Virtual games like move-pro will be used for upper limb movements. A session of 12-45 minutes, twice weekly will be done. And scoring will be done with the help of additional tools.
Plyometric Training
EXPERIMENTALPlyometric therapy that includes 10 minutes of ball throwing, push-ups, jumping and hopping/skipping. At start intensity and speed is low, but will be increased gradually. Every score will be noted with the help of additional tools.
Interventions
Virtual Reality Therapy that includes use of VR goggle, VR headset and play station if available. Virtual games like move-pro will be used for upper limb movements. A session of 12-45 minutes, twice weekly will be done. And scoring will be done with the help of additional tools.
Plyometric therapy that includes 10 minutes of ball throwing, push-ups, jumping and hopping/skipping. At start intensity and speed is low, but will be increased gradually. Every score will be noted with the help of additional tools.
Eligibility Criteria
You may qualify if:
- Aged between 6 and 12 years.
- Lack of use of the affected upper limb.
- Level I-III of the Manual Ability Classification System (MACS).
- Students scoring of Modified Ashworth Scale should be 3 or less than 3 out of 5 for the same muscle groups.
You may not qualify if:
- Low cognitive level compatible with attending a special education
- school.
- Presence of contractures in the affected upper limb.
- Surgery in the six months previously.
- Botulinum toxin in the two months previously.
- Uncontrolled epilepsy.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Govt. National special education centre
Lahore, Punjab Province, 54782, Pakistan
MeSH Terms
Interventions
Intervention Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Dr. Nosheen Manzoor, MS OPMT
Riphah International University
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- PARTICIPANT
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
June 26, 2023
First Posted
July 5, 2023
Study Start
May 30, 2023
Primary Completion
August 30, 2023
Study Completion
September 20, 2023
Last Updated
July 5, 2023
Record last verified: 2023-06
Data Sharing
- IPD Sharing
- Will not share