Virtual Reality Exercise in a Community Highschool for Children With Disabilities

Study Overview
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Brief Summary
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The purpose of this study is to work with a community engagement group to develop and pilot a protocol for a virtual reality exergaming program for children with special needs at a high school.

Detailed Description
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A virtual reality exercise program will be run during school special physical education hours at a public high school. The program will be implemented by a person with cerebral palsy. The exercise will include rhythmic movement to music and fitness games.

Official Title
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Preliminary Implementation and Development of an Enjoyable Virtual Reality Exercise Program for the Prevention of Cardiometabolic Disease Among Children With Disabilities in School Settings

Conditions
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Disability Physical, Developmental Disability, Physical Inactivity

Intervention / Treatment
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* Behavioral: Virtual reality exercise


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Enrolled in school special physical education Note from physician permitting participation in moderate intensity exercise Ability to communicate in English (or a caregiver) Exclusion Criteria: Complete blindness or deafness Condition that may make participation unsafe

Ages Eligible for Study
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Minimum Age: 13 Years
Maximum Age: 19 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Other
Intervention Model: Single Group Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Virtual reality exercise program in special physical education<br>During normal special physical education hours, participants will be provided with a virtual reality headset and exercise games and be prescribed to exercise at a moderate intensity. | Behavioral: Virtual reality exercise<br>* During school special physical education, participants will be asked to exercise using a virtual reality exercise headset, that will be adapted for arm use. Participants will asked to be seated during gameplay. Heart rate will be monitored and recorded during exercise.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Enrollment rate | The percentage of people enrolling in the study versus those asked/screened. | Start of project to end of enrollment period (quarter 3 of the year). | 
| Attendance | The percentage of minutes of exercise completed each week versus those prescribed. | Week 1 - Week 12 | 
| Retention of total exercise minutes | Minutes of exercise completed per week throughout the retention period divided by the minutes achieved at week 12. | Week 13 - 24 | 
| Retention of moderate exercise minutes | Minutes of exercise completed per week throughout the retention period divided by the minutes achieved at week 12. | Week 13 - 24 | 
| Moderate minutes | The percentage of minutes of moderate obtained per week versus those prescribed. | Week 1 - 12 | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Weekly Minutes of Exercise Participation | Participation in physical activities using a 7 day recall questionnaire, the Godin Leisure-Time Exercise Questionnaire. | Week 1 and Week 12 | 
| Physical activity enjoyment | Physical Activity Enjoyment Scale (PACES). The scale ranges from 0 to 48. Scores above 24 are considered high enjoyment while being physically active. | Week 1 and Week 12 | 
| Walking or pushing endurance | Distance covered throughout a 6 minute walk or push test. | Week 1 and Week 12 | 
| Hand grip strength | Hand grip strength measured via a digital hand dynamometer | Week 1 an Week 12 |