Abstract

OBJECTIVES/GOALS: Cerebral palsy (CP) is the most common motor disability in childhood in the US1. Augmented reality (AR) has promise enhancing engagement of rehabilitation2. We developed adaptive games for children with CP using Augment Therapy™. The goal of this study was to obtain user experience in the orthopedic clinic to inform a home-based clinical trial. METHODS/STUDY POPULATION: Participants were recruited at a pediatric center from July 1 to September 20, 2023. Inclusion criteria werediagnosis of CP, ages 5-10 years, English/Spanish speaking. Exclusion criteria were cognitive delay, audio or visual impairment, seizures, or recent surgery. The Augment Therapy™ app was delivered through a clinic iPad. The electronic medical record was used to screen eligible patients. 22 patients were screened; 14 were not eligible based on exclusion criteria. 2 patients refused based on not having enough time to participate. Children played 5 games and their movements were tracked using augmented reality. To evaluate the quality of the app, participants were asked to complete a validated questionnaire, the modified Mobile App Rating Scale. Descriptive statistics were used to analyze responses. RESULTS/ANTICIPATED RESULTS: Six participants were eligible and completed phase I. Eighty-three percent (5/6) of participants reported the character was mostly matching their child’s movements and easy for their child to follow instructions. Thirty three percent (2/6) reported there were technical issues where the app did not track or froze. 100% reported being interested in participating in the home clinical trial. Parent reported their child’s favorite games were flying and obstacle course. The mean and median MARS score was 3.8/5 and 4/5, respectively. Regarding engagement, 66.7% (4/6) reported the app was fun to use. DISCUSSION/SIGNIFICANCE: Families of children with CP reported positive experiences overall with Augment Therapy™ mobile app. The technical issues will need to be addressed. Future studies will need to establish efficacy and dosing time of use of the app for adherence to a program using these modules and engagement with the app to increase habitual physical activity.

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