Augmentative and Alternative Communication in Games With Virtual Reality in Intellectual Disabilities

Study Overview
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Brief Summary
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Background: Games using motion capture from webcam have become increasingly popular. A population that lacks much stimulus in the teaching-learning process has under-explored the benefits of this kind of games: The Intellectually Disabled. The aim of this study is to analyse the effectiveness of games with virtual reality in the total reaction time. Method: A convenience sample of 165 Intellectually Disabled participants will have their performance measured using a virtual reality game. The intervention is to play two different games twice, in two sessions with an interval of, at least, seven days between the sessions. Participants will be randomized between two raters, both master students.

Official Title
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Augmentative and Alternative Communication in Games With Virtual Reality in Intellectual Disabilities

Conditions
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Intellectual Disability

Intervention / Treatment
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* Device: MoviLetrando
* Device: MoveHero


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: All the children that uses to go the institution where the data collection will be realised (APAE). Exclusion Criteria: Those who decline to participate Those who are not present in the two days of evaluation.

Ages Eligible for Study
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Minimum Age: 7 Years
Maximum Age: 14 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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No

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Prevention
Allocation: Randomized
Intervention Model: Crossover Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: MoviLetrando-MoveHero<br>Half of the children will play first two different levels of the game MoviLetrando (2 minutes each) and, after the game MoveHero, more 2 minutes | Device: MoviLetrando<br>* Half of the participants will play two different levels of the Game MoviLetrando, two minutes each.<br>Device: MoveHero<br>* Half of the participants will play 2 minutes of the game MoveHero.<br>|
| Experimental: MoveHero-MoviLetrando<br>The other half of the children will play first 2 minutes of the game MoveHero and after, two different levels of the Game MoviLetrando, two minutes each. | Device: MoviLetrando<br>* Half of the participants will play two different levels of the Game MoviLetrando, two minutes each.<br>Device: MoveHero<br>* Half of the participants will play 2 minutes of the game MoveHero.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| total reaction time | decrease in time indicates a better performance | 6 minutes | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| time MoviLetrando | less time to hit the targets indicates a better performance | up to 15 days | 
| acerts MoviLetrando | more hits indicates a better performance | up to 15 days | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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assitive technology, virtual reality games, intellectual disability, augmentative and alternative communication