Clinical Trials Directory

Trials / Completed

CompletedNCT06996678

Effect of Virtual Reality on Cognitive Skills

Investigation of the Effect of Virtual Reality on Cognitive Skills in Children With Attention Deficit Hyperactivity Disorders

Status
Completed
Phase
N/A
Study type
Interventional
Enrollment
14 (actual)
Sponsor
Hacettepe University · Academic / Other
Sex
All
Age
7 Years – 12 Years
Healthy volunteers
Not accepted

Summary

The aim of this study is to investigate the effects of virtual reality (VR) intervention on cognitive skills in children with attention deficit hyperactivity disorder (ADHD).

Detailed description

The study was designed as a randomized controlled trial. A simple randomization method will be used to randomly assign individuals to two groups (intervention and control groups). A simple randomization method will be used where the intervention and control group papers are selected from a sealed envelope. Following the initial assessment of each participant, one of the papers labeled "intervention" or "control" will be randomly selected. This decision will determine whether the individual will be assigned to the intervention or control group. The study will be conducted at Hacettepe University. The intervention group will receive occupational therapy (OT) for 30 minutes once a week for 8 weeks and will play a virtual reality (VR) game with the Sony PlayStation 2 Eye Toy system for 20 minutes. Both the intervention and control groups will receive occupational therapy for only 30 minutes once a week for 8 weeks. The Dynamic Occupational Therapy Cognitive Assessment (DOTCA-Ch) will be administered before and after the intervention to assess children's cognitive functions.

Conditions

Interventions

TypeNameDescription
BEHAVIORALvirtual RealityVirtual Reality: The virtual reality system consists of a camera, television, Eye Toy Play CD and Play Station 2. It is based on the principle of capturing movements represented in a virtual environment (Gatica and Méndez, 2014). In the Eye Toy system, individuals can see themselves on the screen through the camera. In this way, the person constantly interacts with the movements and challenges brought by video games. We can simply call the Eye Toy system a webcam with a motion sensor and microphone. The individual's position in the game is determined on the screen and can perceive the person according to the movements he/she exhibits. The main skills required by the games are; target-based movement, visuomotor skills, praxis and thinking process skills.
BEHAVIORALoccupational therapyOccupational Therapy: The basis of OT intervention consisted of activities requiring increased attention, behavioral regulation, organizational skills, multiple cognitive skills, and motor skills

Timeline

Start date
2025-07-01
Primary completion
2025-08-01
Completion
2025-09-01
First posted
2025-05-30
Last updated
2025-09-29

Locations

1 site across 1 country: Turkey (Türkiye)

Source: ClinicalTrials.gov record NCT06996678. Inclusion in this directory is not an endorsement.