Abstract

Aim: The Scratch programming language allows learner developers to write games. The Kinect2Scratch extension makes Scratch games with bodily motion control possible by connecting to Microsoft's Kinect sensor. This study examined the feasibility and possible efficacy of a suite of motion-controlled games designed for upper extremity (UE) training in children with cerebral palsy (CP) using Kinect2Scratch.Materials and Methods: This is a proof-of-concept study. We developed three games, requiring three UE movement patterns (shoulder holding, reaching, and handclap), for use in children with CP. The primary outcome was feasibility, addressed by adherence, engagement, satisfaction, and safety. The secondary outcome was efficacy, which was evaluated by Quality of Upper Extremities Skills Test (QUEST), Box and Block Test (BBT), Melbourne Assessment 2 (MA2) test, and ABILHAND-kids score.Results: Thirteen children with CP (mean age 6.9 years) received 24 sessions of training (30 minutes per session). The adherence rate was 100%. During the first 2 weeks of training, children had a significantly higher level of participation in Kinect2Scratch training than in conventional rehabilitation [Pittsburgh Participation Scale, median (interquartile range [IQR]), 6 (3–6) vs. 4 (3–6) P = 0.04]. However, during the last 2 weeks of training, there was no significant difference in participation between the Kinect2Scratch and conventional training [Pittsburgh Rehabilitation Participation Scale, median (IQR), 4 (3–5) vs. 4 (3–6) P = 0.55]. Most children enjoyed playing the games. The mean score of enjoyment was 4.54 ± 0.66. There were no adverse events during the training periods. The children had significant improvement in total score of QUEST and MA2. There were no significant improvements in BBT and ABILHAND-kids score.Conclusion: Using Kinect2Scratch games for UE training is a feasible adjunctive program for children with CP.

Highlights

  • Cerebral palsy (CP) is the most common cause of physical disability in childhood with more than 2 cases per 1000 live births.1 Children with cerebral palsy (CP) usually have various functional impairments of their upper extremities (UEs), which might reduce their independence in activities of daily living (ADL)

  • This study examined the feasibility and possible efficacy of a suite of motion-controlled games designed for upper extremity (UE) training in children with cerebral palsy (CP) using Kinect2Scratch

  • The secondary outcome was efficacy, which was evaluated by Quality of Upper Extremities Skills Test (QUEST), Box and Block Test (BBT), Melbourne Assessment 2 (MA2) test, and ABILHAND-kids score

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Summary

Introduction

Cerebral palsy (CP) is the most common cause of physical disability in childhood with more than 2 cases per 1000 live births. Children with CP usually have various functional impairments of their upper extremities (UEs), which might reduce their independence in activities of daily living (ADL). Cerebral palsy (CP) is the most common cause of physical disability in childhood with more than 2 cases per 1000 live births.. Children with CP usually have various functional impairments of their upper extremities (UEs), which might reduce their independence in activities of daily living (ADL). Function training for the UEs is an important issue in CP rehabilitation. Current evidence supports that goal-directed, task-specific, and high-dose repetition therapy could lead to better motor outcomes.. The intensive repetitive training has been a challenging task for pediatric rehabilitation, because such therapy may be boring, nonmotivational, and can generate a habituation process that limits the motor learning.. There is a growing interest in finding therapeutic approaches, which provide a means of repetition and are highly motivating Current evidence supports that goal-directed, task-specific, and high-dose repetition therapy could lead to better motor outcomes. the intensive repetitive training has been a challenging task for pediatric rehabilitation, because such therapy may be boring, nonmotivational, and can generate a habituation process that limits the motor learning.

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