Evaluation of gross motor function before and after virtual reality application

Authors

  • Luiza da Silva Pereira Tannus
  • Danieli Isabel Romanovitch Ribas

DOI:

https://doi.org/10.1590/0103-5150.029.001.AO14

Abstract

Introduction: Recently virtual reality has been aggregated to the therapeutic possibilities for patients who need functionality gains, such as individuals with cerebral palsy (CP). Aim: to evaluate the effects of virtual reality on the gross motor function of individuals with CP. Methods: longitudinal study, realized in a special education school, with five individuals with CP (7.4 years of age ± 1.14) of both sexes, evaluated using the B, D and E dimensions of the GMFM 88, before and after the application of three Wii Fit Plus® console games: Hula Hoop, Slide Penguin and Soccer Heading. These games were applied for four minutes per game, at the beginner level, twice a week, for twelve consecutives weeks. The normality of the sample was evaluated through the Shapiro-Wilk’s test. The results obtained before and after the Wii Fit® application were compared using descriptive statistics. Results: all the individuals obtained improvements in the dimensions evaluated after the virtual reality application, with a 5.14% general improvement, varying between 1.9% and 9.6%. The standing (D) and walking, running and jumping (E) dimensions were the dimensions which obtained higher improvement percentages. Conclusion: considering the study limitations, the results obtained suggest that virtual reality can promote benefits in the gross motor function of individuals with cerebral palsy.

Downloads

Download data is not yet available.

Downloads

Published

2017-09-20

How to Cite

da Silva Pereira Tannus, L., & Romanovitch Ribas, D. I. (2017). Evaluation of gross motor function before and after virtual reality application. Fisioterapia Em Movimento (Physical Therapy in Movement), 29(1). https://doi.org/10.1590/0103-5150.029.001.AO14

Issue

Section

Original Article

Most read articles by the same author(s)