Thursday, January 28, 2016

Therapists Report on Virtual Reality Adoption Barriers

Single group

Evaluating change in virtual reality adoption for brain injury rehabilitation following knowledge translation

Glegg, SMN, Holsti, L, Stanton, S, Hanna, S, Velikonja, D, Ansley, B, Sartor, D & Brum, C

Disability and Rehabilitation: Assistive Technology, 2016

Link to abstract: dx.doi.org/10.3109/17483107.2015.1111944

Objective: to explore the barriers to adoption of VR technology by clinicians before and after training and support.

Method: 42 therapists at 2 rehabilitation centres were surveyed using the “Assessing Determinants of Prospective Uptake of Virtual Reality (ADOPT-VR) Instrument”. They completed the assessment before and following training, including receiving a manual and support.

Findings: The most often reported pre-test barrier of limited knowledge in how to use the system is absent in post-test reporting. The most significant barriers at post-test included “lack of time, appropriate clients, poor client motivation, technical issues, difficulty explaining the system to clients, and compatibility issues with wheelchair users”.

Article contact: Stephanie Glegg sglegg@cw.bc.ca

Thursday, January 7, 2016

Studying Themes in Therapeutic Gameplay

Qualitative Study

Understanding Engagement in Home-Based Interactive Computer Play: Perspectives of Children with Unilateral Cerebral Palsy and Their Caregivers

James, S., Ziviani, J., King, G. & &. Boyd, R. N.

Physical & Occupational Therapy In Pediatrics (2015), DOI: 10.3109/01942638.2015.1076560

Link to abstract: www.ncbi.nlm.nih.gov/pubmed/26606419

Purpose: using qualitative methodology, therapy researchers studied themes arising from children with CP and their caregivers on therapeutic computer game play. The software " (Mitii™) is intended to improve physical and mental skills and to be used in the home setting.

Method: Ten 8 - 18 year old children with one-sided cerebral palsy and their caregivers participated in semi-structured interviews following use of the Mitii game in a 20 week trial reported elsewhere (Boyd et al., 2013) Inclusion for the study required children to be of GMFCS level 1 or 2, and MACS study level 1 to 3. The theoretical positioning of the authors and their perspective as therapists is made explicit.

Findings: The inductive methodology identified three key themes: child and caregiver, themes relating to the intervention and themes that related to therapists’ involvement.
"Child/family characteristics: children's interest captured through novelty and technology, motivation declines as novelty wears off, children require "finely tuned" programs, strong family support facilitates engagement, and children develop confidence and ownership."
"Intervention characteristics: increased therapy frequency with reduced caregiver involvement, Mitii™ "becomes therapy" and competes with other interests; convenience within family routine, lack of real-time feedback and technical issues, and therapist guidance is essential."
"Service provider characteristics: initial and ongoing therapist input, family-friendly therapy approach, and tailored strategies to sustain engagement."

Reference
Boyd, R.N., Mitchell, L.Ee, James, S.T., Ziviani, J., Sakzewski, L., Smith, A. et al. (2013). Move it to improve it (Mitii): Study protocol of a randomised controlled trial of a novel web-based multimodal training program for children and adolescents with cerebral palsy.
Link to full text: bmjopen.bmj.com/content/3/4/e002853.full