Understanding User Experiences with ViReG in Children with Cerebral Palsy: A Qualitative Approach
Keywords:
Virtual reality, Rehabilitation, Gaming, ADDIEAbstract
Cerebral palsy is the most common neurological disorder that causes children's movement and prevents their daily activities. While this condition cannot be cured, b consistent rehabilitation can improve outcomes. However, traditional rehabilitation treatments are often inaccessible and costly. To address these challenges, virtual rehabilitation gaming (ViReG) technology is strongly recommended to assist children with cerebral palsy to improve their motor tasks. The benefit of this application is its ease of access and usability at any time, in addition to saving costs and time for frequent travel to rehabilitation centers. Virtual reality, a well-established tool in rehabilitation, has been proven effective. Our team has developed a ViReG application for children with cerebral palsy based on the ADDIE (Analysis, Design, Development, Implementation and Evaluation) model. Qualitative testing, including observations and interviews, demonstrated the application's usability and potential benefits. These include enhanced engagement and consistency in therapy sessions. The findings suggest that virtual reality can significantly improve the rehabilitation routines of children with cerebral palsy. Further research is recommended to refine and expand the application, ensuring broader accessibility and effectiveness.
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