This is a repository copy of Feasibility of school-based computer-assisted
ReuseUnless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version -refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher's website.
TakedownIf you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing eprints@whiterose.ac.uk including the URL of the record and the reason for the withdrawal request.
Abstract: Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy.
IntroductionWe investigated the feasibility of using Computer-Assisted Arm Rehabilitation computer games in schools O preference for single player or dual player mode, and changes in arm activity and kinematics.
MethodNine 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.
ResultsNo difference was recorded between single-user and dual-user modes (median daily use 9.27 versus 11.2 minutes, 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)
ConclusionSchool timetables prohibit extensive use of rehabilitation technology but there is potential for its short-term use to supplement a rehabilitation programme. The restricted access to the rehabilitation games was sufficient to improve arm kinematics but not arm activity.