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Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy

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.

Langue : ANGLAIS

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