Therapy-Based Games' Effects on Motor and Cognitive Skills in Intellectual Disabilities
Investigation of the Effect of Occupational Therapy-based Rehabilitative Games on Motor Skills, Proprioception and Cognitive Functions in Individuals With Intellectual Disabilities
1 other identifier
interventional
45
1 country
1
Brief Summary
Individuals with intellectual disabilities face challenges in areas of attention, motor skills, and awareness. Among the problems they experience are difficulties in focusing, transitioning from one activity to another, performing tasks in sequence in skills such as copying, reading, and writing. Additionally, they tend to form sentences with misarranged words. Generally, they may present with disorganized or weak handwriting. Other reported issues in this population include coordination problems in extremities and balance disturbances. These essential life skills can impede the individual's ability to move safely. With the recent integration of technology into rehabilitation, new intervention and assessment methods have emerged for occupational therapists. Systems like Microsoft Kinect, Nintendo Wii, Xbox, and Leap Motion are being used in these methods. In the literature, Kwok et al. included 73 participants aged between 60-85 in their study. They examined the connection between swinging speeds while standing on both feet on a balance board and the risk of falling. They concluded that the anterior-posterior swing speed measure derived from the Wii Balance Board (WBB) could complement current clinic-based measurements in predicting future falls among community-dwelling older adults. Reviewing the literature, technological rehabilitation applications are observed to be used in various patient groups. However, studies on occupational therapy-based technological rehabilitation interventions in individuals with intellectual disabilities are limited. To our knowledge, there isn't a study evaluating awareness, cognitive, and physical skills in intellectually disabled individuals using Leapmotion, Xbox, Balanceboard sensors, and mobile games. Based on this information, the aim of our study is to investigate the effects of occupational therapy-based rehabilitative games on motor skills, proprioception, and cognitive functions in individuals with intellectual disabilities.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Sep 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
September 1, 2023
CompletedFirst Submitted
Initial submission to the registry
October 19, 2023
CompletedFirst Posted
Study publicly available on registry
October 24, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
February 5, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
February 10, 2024
CompletedFebruary 20, 2024
February 1, 2024
5 months
October 19, 2023
February 19, 2024
Conditions
Keywords
Outcome Measures
Primary Outcomes (4)
Joint position sense
Individuals are asked to actively reposition to a degree shown to them before the measurement begins. The individual's active repositioning angle is then measured again, and the difference between the required angle and the actual angle is compared. The closer these two values are to each other, the better the individual's proprioceptive awareness. In our study, proprioceptive awareness for shoulder abduction and flexion measurements will be assessed using the Becure Extremity Rom.
10 minutes
Neuromuscular Function
The 30-second sit-to-stand test requires participants to sit down and stand up from a chair as many times as possible within a 30-second time frame. The scores are associated with muscle strength and functionality. This test is a rapid, cost-effective, safe, and commonly used clinical assessment for lower extremity function.
10 minutes
Evaluation of Fine Motor Skills
The Nine Hole Peg Test consists of a platform with nine holes spaced 32mm apart and nine pegs. Individuals are instructed to remove all pegs from the holes as quickly as possible, one by one, and then to pick up each peg and place it back into the holes on the platform in the shortest time possible. The platform is positioned toward the hand being tested, while the pegs are placed towards the individual's midline. Only the evaluated hand performs the test, and the non-evaluated hand is allowed to hold the edge of the platform for stability. Scores are based on the time, recorded in seconds, taken to complete the test activity.
15 minutes
Attention and Reaction Time
MOXO-dCPT The MOXO-dCPT is a computer-based test anchored on an online platform comprising eight sections. The auditory and visual distractors present in the test simulate environmental conditions individuals encounter in daily life.
20 minutes
Study Arms (3)
Mobile app-based game group
EXPERIMENTALThe mobile app-based game group will receive the Becure mobile game program in addition to occupational therapy interventions and the sensor-based game application. This program will be implemented for 10 minutes a day, 5 days a week, for a duration of 6 weeks.
Supervised combined sensor-based game group
EXPERIMENTALA supervised combined sensor-based game intervention based on occupational therapy will be applied to this group. For this group, a supervised combined sensor-based game program was designed in addition to 12 sessions of occupational therapy interventions over 6 weeks, with 2 sessions per week and each session averaging 30 minutes
Individualized occupational therapy group
EXPERIMENTALIndividualized occupational therapy group will receive occupational therapy sessions. During these sessions, activities that involve weight transfer, balance, fine motor skills, neuromuscular function, and cognitive skills will be implemented. Treatment will be administered for 2 days a week over a period of 6 weeks. Each session will last an average of 30 minutes. A total of 12 occupational therapy sessions will be conducted
Interventions
Mobile app based game therapy+Occupational therapy+Sensor-based game therapy
Occupational therapy+Sensor-based game therapy
Occupational therapy
Eligibility Criteria
You may qualify if:
- Being between the ages of 18-30.
- Having an IQ score between 40-70 as determined by psychiatric evaluation.
- Possessing mild to moderate intellectual disability.
- Being able to participate in games.
You may not qualify if:
- Presence of behavioral disorders.
- Inability to cooperate with application instructions.
- Individuals with visual problems and sensitivity to light.
- Functional limitations due to neurological, vascular, and cardiac problems.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Bağcılar Municipality Feyzullah Kıyıklık Palace for the Disabled Technotherapy Center
Istanbul, Bagcilar, Turkey (Türkiye)
Related Publications (1)
Diril E, Menek B, Emir A, Tarakci D, Tarakci E. The Effect of a Video-Based Game Exercise Program on Motor Skills, Proprioception, and Cognitive Functions in Individuals With Intellectual Disabilities. Occup Ther Int. 2025 Jan 30;2025:8410494. doi: 10.1155/oti/8410494. eCollection 2025.
PMID: 39949506DERIVED
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Burak Menek, PhD
Medipol University
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
- PRINCIPAL INVESTIGATOR
- PI Title
- Principal Investigator
Study Record Dates
First Submitted
October 19, 2023
First Posted
October 24, 2023
Study Start
September 1, 2023
Primary Completion
February 5, 2024
Study Completion
February 10, 2024
Last Updated
February 20, 2024
Record last verified: 2024-02
Data Sharing
- IPD Sharing
- Will not share