The volume of The volume of practice in the virtual reality on the motor performance of children with cerebral palsypractice in the virtual reality on the motor performance of children with cerebral palsy
DOI:
https://doi.org/10.47197/retos.v70.113511Keywords:
Motor learning, motor performance , cerebral palsy, virtual realityAbstract
Introduction: The literature has pointed out that virtual reality (VR) practice can be an effective tool for improving motor performance in individuals with Cerebral Palsy (CP).
Objective: to analyze the volume of VR practice on the motor performance of children and adolescents with CP and with typical development (TD).
Methodology: 17 participants aged 6 to 14 years, both sexes, formed two experimental groups: CP group (9 participants with CP), and DT group (8 participants with TD). Participants practiced two Nintendo Wii games for 10 days. The performance in the games was recorded and analysis of variance (ANOVA) was used to compare the performance between the groups and between the days.
Results: The performance of the PC group was lower than that of the DT group in the score and number of errors of game 1 and in the number of correct answers of game 2. In both games 1 and 2, the PC group had a significant improvement from day 5 to day 6 and in relation to day 1, while the DT group remained with similar performance during all days, but still superior to the PC group.
Conclusion: Despite motor limitation, individuals with CP improve motor performance with VR practice, but 10 sessions (days) were not sufficient to make their performance equivalent to that of children with TD.
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