Hasan Kalyoncu University
Gaziantep, Province, 27410, Turkey (Türkiye)
NCT Number: NCT07576738
The study was conducted to investigate the effects of aerobic exercise training and virtual reality-based games on functional capacity, activity and participation. 63 children between the ages of 6-10, living under protection and care, were randomly assigned to participate in the study. Individuals in the aerobic exercise training and virtual reality-based game group received 24 training sessions, 2 days a week, for 12 weeks. The control group received no training and was asked to continue their normal lives. All study participants were assessed before and after the 12-week training.
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Notify Me6 year–10 year
All sexes
Interventional
Not applicable
Gaziantep, Province, 27410, Turkey (Türkiye)
The study was conducted to investigate the effects of aerobic exercise training and virtual reality-based games on functional capacity, activity and participation. 63 children (Aerobic exercise=21, virtual reality-based game=21, control=21) between the ages of 6-10, living under protection and care, were randomly assigned to participate in the study. Individuals in the aerobic exercise training and virtual reality-based game group received 24 training sessions, 2 days a week, for 12 weeks. The control group received no training and was asked to continue their normal lives. All study participants were assessed before and after the 12-week training. Functional capacity was assessed using the 6-minute walk test. Body image measurements were assessed using the Physical Self-Assessment Scale. Physical activity levels were assessed using the Physical Activity Scale. Participation was assessed using the Child and Adolescent Participation Survey.
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
The exercises consisted of 10 minutes of warm-up exercises, 20 minutes of moderate-intensity aerobic exercises, and 10 minutes of cool-down exercises.
Children in this group were given virtual reality-based games twice a week for 12 weeks, totaling 24 sessions, under the supervision of a specialist physiotherapist. Each session was planned to last 20-25 minutes. There would be 4-5 repetitions depending on the difficulty level of the games, with 1-minute rest breaks between each repetition.
Time frame: 2 weeks before the start of the work
All children who agreed to participate in the study underwent initial assessments. Functional capacity assessment was performed using the 6-minute walk test. Body image measurements were assessed using the Physical Self-Concept Scale(min:1-max:5). Physical activity levels were assessed using the Physical Activity Scale(min:1-max:5) Participation assessment was performed using the Child Adolescent Participation Questionnaire(min:0-max:4)
Time frame: Immediately after the completion of the 12-week training
Final assessments have been conducted for all children who completed the 12-week training period. Functional capacity assessment was performed using the 6-minute walk test. Body image measurements were assessed using the Physical Self-Concept Scale(min:1-max:6). Physical activity levels were assessed using the Physical Activity Scale(min:1-max:5) Participation assessment was performed using the Child Adolescent Participation Questionnaire(min:0-max:4).
Time frame: When the final assessments are complete and all the data is collected
The evaluations conducted at the end of the study showed that both interventions were effective in terms of functional capacity(6- minute walk test), physical activity level( Physical Activity Scale(min:1-max:5). participation (Child Adolescent Participation Questionnaire(min:0-max:4) body composition (Physical Self-Concept Scale min:1-max:6) and functionality parameters.
Time frame: When the final assessments are complete and all the data is collected
In intergroup assessments, it was found that the aerobic exercise group was more effective than the virtual reality-based game group in activity, body structure and functionality, and participation assessments.
It was found that the virtual reality-based game group was more effective than the aerobic exercise training group in activity, body structure and functionality, and participation assessments.
Hasan Kalyoncu University
Other
Investigation of the Effects of Aerobic Exercise Training and Virtual Reality-Based Games on Functional Capacity, Activity, and Participation in Children Between 6 and 10 Years of Age Under Protection and Care,
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