Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy. (18th May 2016)
- Record Type:
- Journal Article
- Title:
- Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy. (18th May 2016)
- Main Title:
- Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy
- Authors:
- Preston, Nick
Weightman, Andrew
Gallagher, Justin
Holt, Raymond
Clarke, Michael
Mon-Williams, Mark
Levesley, Martin
Bhakta, Bipinchandra - Abstract:
- Abstract: 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 Rehabilitation: School premises and teaching staff present no obstacles to the installation ofAbstract: 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 Rehabilitation: School 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. … (more)
- Is Part Of:
- Disability and rehabilitation. Volume 11:Number 4(2016:Jul.)
- Journal:
- Disability and rehabilitation
- Issue:
- Volume 11:Number 4(2016:Jul.)
- Issue Display:
- Volume 11, Issue 4 (2016)
- Year:
- 2016
- Volume:
- 11
- Issue:
- 4
- Issue Sort Value:
- 2016-0011-0004-0000
- Page Start:
- 281
- Page End:
- 288
- Publication Date:
- 2016-05-18
- Subjects:
- Assistive technology -- cerebral palsy -- children -- computer games -- robotics
Rehabilitation technology -- Periodicals
Self-help devices for people with disabilities -- Periodicals
617.03 - Journal URLs:
- http://informahealthcare.com/journal/idt ↗
http://informahealthcare.com ↗
http://www.tandf.co.uk/journals/titles/17483107.asp ↗ - DOI:
- 10.3109/17483107.2014.932020 ↗
- Languages:
- English
- ISSNs:
- 1748-3107
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3595.420350
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 1883.xml