Cerebral PalsyNCT07827404
VR Versus Plyometric Exercise on Lower Limb Motor Control and Balance in Spastic Hemiplegic Children
A study testing Virtual reality (VR) and Plyometric exercises in people with Cerebral Palsy, run by October 6 University.
Trial summary
To investigate and compare the effect of Virtual reality and Polymetric exercises on balance, selectivity of the lower extremity and quality of life in children with spastic cerebral palsy. Read more about this study
- Who is it for?
- Ages 12 to 18 years
- Conditions the study is for
- Cerebral Palsy
- What is being tested?
- Virtual reality (VR) and Plyometric exercises
- Type of treatment
- Medical device
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 44 participants
- Where
- No sites listed yet
- Study dates
- 20 Sep 2026to 15 Feb 2027
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 12 to 18 years
- All sexes
- No healthy volunteers
- Child, Adult
Who may be able to join
- children with cerebral palsy,
- Age will range as (12:18) years old
- spastic cerebral palsy
- level I-II on the GMFCS
- The child can stand alone.
- The child is over one meter tall.
Who cannot join
- difficulty to communicate or to understand program instructions
- surgery/Botox injection during the last 6 months in the lower extremity
- uncontrolled severe seizures
- fixed deformities in the affected side;
- Attention deficit/hyperactivity disorders.
About this study
Official title: Effect of Virtual Reality-Based Therapy Versus Plyometric Exercise Training on Lower Limb Selective Motor Control , Balance and Quality of Life in Spastic Hemiplegic Children : a Randomized Controlled Trial
To investigate and compare the effect of Virtual reality and Polymetric exercises on balance, selectivity of the lower extremity and quality of life in children with spastic cerebral palsy. BACKGROUND:
Cerebral palsy (CP) can cause a variety of musculoskeletal issues that impact everyday functioning and activities including reduced balance and selective motor control thus improving balance, selective motor control, and quality of life represents a primary goal of pediatric rehabilitation. Various therapeutic interventions have been introduced to enhance lower limb function however, evidence comparing the effectiveness of different treatment approaches remains limited.
Read the detailed description
To investigate and compare the effect of Virtual reality and Polymetric exercises on balance, selectivity of the lower extremity and quality of life in children with spastic cerebral palsy. BACKGROUND:
Cerebral palsy (CP) can cause a variety of musculoskeletal issues that impact everyday functioning and activities including reduced balance and selective motor control thus improving balance, selective motor control, and quality of life represents a primary goal of pediatric rehabilitation. Various therapeutic interventions have been introduced to enhance lower limb function however, evidence comparing the effectiveness of different treatment approaches remains limited.
Hypothesis
This study hypothesized that:
there is no difference between the effect of virtual reality and polymetric exercises on balance, selective motor control in lower extremity and quality of life in children with spastic cerebral palsy.
RESEARCH QUESTION:
Is there difference between the effect of virtual reality and polymetric exercises on balance, selective motor control in lower extremity and quality of life in children with spastic cerebral palsy?
- Conditions
- Cerebral Palsy
- Being tested
- Virtual reality (VR), Plyometric exercises
- Medical subject headings
- Cerebral Palsy
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Virtual reality (VR)Device
Virtual reality (VR) will be used as an interactive, task-oriented intervention to improve lower-limb motor function and functional mobility. Participants will perform virtual activities involving weight shifting, stepping, squatting, reaching with the lower limbs, balance control, and multidirectional movements. The tasks will require repetitive and goal-directed lower-limb movements within an immersive or interactive virtual environment. Task difficulty will be progressively adjusted according to each participant's functional ability by modifying movement speed, range, task complexity, or level of challenge. Visual and auditory feedback provided by the VR system will be used to facilitate movement accuracy, postural control, and active participation. All VR training will be performed under the supervision of a physiotherapist to ensure appropriate and safe execution of the activities.
Plyometric exercisesOther
Plyometric exercises will be incorporated to improve lower-limb explosive strength, power, and neuromuscular performance. Participants will perform progressive, rapid stretch-shortening cycle exercises involving jumping, hopping, and landing activities. Exercises will include bilateral and unilateral jumps, forward and lateral hops, and repeated squat jumps, according to the participant's functional ability. Exercise intensity and complexity will be progressively increased by modifying the jumping distance, height, speed, or number of repetitions. Proper landing technique and controlled lower-limb alignment will be emphasized throughout the training to ensure safe and effective performance.
| Study group | Role | What they receive |
|---|---|---|
| Virtual reality | Experimental | Virtual reality (VR) will be used as an interactive, task-oriented intervention to improve lower-limb motor function and functional mobility. Participants will perform virtual activities involving weight shifting, stepping, squatting, reaching with the lower limbs, balance control, and multidirectional movements. The tasks will require repetitive and goal-directed lower-limb movements within an immersive or interactive virtual environment. Task difficulty will be progressively adjusted according to each participant's functional ability by modifying movement speed, range, task complexity, or level of challenge. Visual and auditory feedback provided by the VR system will be used to facilitate movement accuracy, postural control, and active participation. All VR training will be performed under the supervision of a physiotherapist to ensure appropriate and safe execution of the activities. Receives: Device: Virtual reality (VR) |
| Polymetric exercises | Experimental | Plyometric exercises will be incorporated to improve lower-limb explosive strength, power, and neuromuscular performance. Participants will perform progressive, rapid stretch-shortening cycle exercises involving jumping, hopping, and landing activities. Exercises will include bilateral and unilateral jumps, forward and lateral hops, and repeated squat jumps, according to the participant's functional ability. Exercise intensity and complexity will be progressively increased by modifying the jumping distance, height, speed, or number of repetitions. Proper landing technique and controlled lower-limb alignment will be emphasized throughout the training to ensure safe and effective performance. Receives: Other: Plyometric exercises |
What is being measured
The primary outcome is the main question the study is designed to answer.
Biodex
The Biodex Balance System will be used to assess dynamic postural stability using the Overall Stability Index (OSI). Participants will stand barefoot on the platform with the feet positioned according to the standardized protocol and will be instructed to maintain their balance while the platform moves unpredictably in multiple directions. The test will be performed under standardized conditions, with the participant instructed to maintain the center of balance within the target area throughout the assessment. The OSI will be recorded as an indicator of overall postural stability, with higher OSI values indicating greater instability and poorer balance control.
Measured: three months
Selective Control Assessment of the Lower Extremity (SCALE)
The Selective Control Assessment of the Lower Extremity (SCALE) will be used to assess selective voluntary motor control of the lower extremities. The assessment will evaluate the participant's ability to perform isolated movements of the hip, knee, ankle, and toes while minimizing compensatory movements at the adjacent joints. Each movement will be demonstrated and the participant will be instructed to perform it actively and selectively. Each component will be scored according to the standardized SCALE scoring criteria, with higher scores indicating better selective motor control of the lower extremity.
Measured: three months
Secondary outcomes (1)
Pediatric Quality of Life Inventory CP Module.
The Pediatric Quality of Life Inventory Cerebral Palsy Module (PedsQL CP Module) will be used to assess health-related quality of life in children with cerebral palsy. The module will evaluate cerebral palsy-specific aspects of the child's physical, emotional, social, and functional well-being. Items will be rated using the standardized response scale, and scores will be calculated according to the PedsQL scoring guidelines. Higher scores will indicate better health-related quality of life.
Measured: three months
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted18 Sep 2026
- Study start20 Sep 2026 (estimated)
- Primary completion30 Jan 2027 (estimated)
- Study completion15 Feb 2027 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Cerebral PalsyStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Enrolment
- 44 participants (estimated)
Sponsor and investigators
- Lead sponsor
- October 6 University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Lama Saad El-Din Mahmoud, October 6 University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07827404
- Sponsor's protocol ID
- P.T.REC/012/006485
- Status last verified
- Sep 2026
- First submitted
- 14 Sep 2026
- Last updated
- 18 Sep 2026
- Results posted
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Study at a glance
From the registry record, last updated by the sponsor on 18 Sep 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effect of Virtual Reality-Based Therapy Versus Plyometric Exercise Training on Lower Limb Selective Motor Control , Balance and Quality of Life in Spastic Hemiplegic Children : a Randomized Controlled Trial
- ClinicalTrials.gov ID
- NCT07827404
- Acronym / sponsor ID
- P.T.REC/012/006485
- Conditions
- Cerebral Palsy
- Study type
- Interventional
- Recruitment status
- Not yet recruiting
- Enrolment
- 44 participants (estimated)
- Lead sponsor
- October 6 UniversityUniversity, hospital or other
- Study start
- 20 Sep 2026 (estimated)
- Primary completion
- 30 Jan 2027 (estimated)
- Study completion
- 15 Feb 2027 (estimated)
- First posted
- 18 Sep 2026 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
To investigate and compare the effect of Virtual reality and Polymetric exercises on balance, selectivity of the lower extremity and quality of life in children with spastic cerebral palsy. BACKGROUND:
Cerebral palsy (CP) can cause a variety of musculoskeletal issues that impact everyday functioning and activities including reduced balance and selective motor control thus improving balance, selective motor control, and quality of life represents a primary goal of pediatric rehabilitation. Various therapeutic interventions have been introduced to enhance lower limb function however, evidence comparing the effectiveness of different treatment approaches remains limited.
Detailed description
To investigate and compare the effect of Virtual reality and Polymetric exercises on balance, selectivity of the lower extremity and quality of life in children with spastic cerebral palsy. BACKGROUND:
Cerebral palsy (CP) can cause a variety of musculoskeletal issues that impact everyday functioning and activities including reduced balance and selective motor control thus improving balance, selective motor control, and quality of life represents a primary goal of pediatric rehabilitation. Various therapeutic interventions have been introduced to enhance lower limb function however, evidence comparing the effectiveness of different treatment approaches remains limited.
Hypothesis
This study hypothesized that:
there is no difference between the effect of virtual reality and polymetric exercises on balance, selective motor control in lower extremity and quality of life in children with spastic cerebral palsy.
RESEARCH QUESTION:
Is there difference between the effect of virtual reality and polymetric exercises on balance, selective motor control in lower extremity and quality of life in children with spastic cerebral palsy?
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Virtual reality | Experimental | Device: Virtual reality (VR)Virtual reality (VR) will be used as an interactive, task-oriented intervention to improve lower-limb motor function and functional mobility. Participants will perform virtual activities involving weight shifting, stepping, squatting, reaching with the lower limbs, balance control, and multidirectional movements. The tasks will require repetitive and goal-directed lower-limb movements within an immersive or interactive virtual environment. Task difficulty will be progressively adjusted according to each participant's functional ability by modifying movement speed, range, task complexity, or level of challenge. Visual and auditory feedback provided by the VR system will be used to facilitate movement accuracy, postural control, and active participation. All VR training will be performed under the supervision of a physiotherapist to ensure appropriate and safe execution of the activities. |
| Polymetric exercises | Experimental | Other: Plyometric exercisesPlyometric exercises will be incorporated to improve lower-limb explosive strength, power, and neuromuscular performance. Participants will perform progressive, rapid stretch-shortening cycle exercises involving jumping, hopping, and landing activities. Exercises will include bilateral and unilateral jumps, forward and lateral hops, and repeated squat jumps, according to the participant's functional ability. Exercise intensity and complexity will be progressively increased by modifying the jumping distance, height, speed, or number of repetitions. Proper landing technique and controlled lower-limb alignment will be emphasized throughout the training to ensure safe and effective performance. |
Who may qualify
- Ages
- 12 to 18 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Child, Adult
Key inclusion criteria (6 listed)
- children with cerebral palsy,
- Age will range as (12:18) years old
- spastic cerebral palsy
- level I-II on the GMFCS
- The child can stand alone.
Key exclusion criteria (5 listed)
- difficulty to communicate or to understand program instructions
- surgery/Botox injection during the last 6 months in the lower extremity
- uncontrolled severe seizures
- fixed deformities in the affected side;
- Attention deficit/hyperactivity disorders.
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Virtual reality (VR)Virtual reality (VR) will be used as an interactive, task-oriented intervention to improve lower-limb motor function and functional mobility. Participants will perform virtual activities involving weight shifting, stepping, squatting, reaching with the lower limbs, balance control, and multidirectional movements. The tasks will require repetitive and goal-directed lower-limb movements within an immersive or interactive virtual environment. Task difficulty will be progressively adjusted according to each participant's functional ability by modifying movement speed, range, task complexity, or level of challenge. Visual and auditory feedback provided by the VR system will be used to facilitate movement accuracy, postural control, and active participation. All VR training will be performed under the supervision of a physiotherapist to ensure appropriate and safe execution of the activities. | Device | Virtual reality |
| Plyometric exercisesPlyometric exercises will be incorporated to improve lower-limb explosive strength, power, and neuromuscular performance. Participants will perform progressive, rapid stretch-shortening cycle exercises involving jumping, hopping, and landing activities. Exercises will include bilateral and unilateral jumps, forward and lateral hops, and repeated squat jumps, according to the participant's functional ability. Exercise intensity and complexity will be progressively increased by modifying the jumping distance, height, speed, or number of repetitions. Proper landing technique and controlled lower-limb alignment will be emphasized throughout the training to ensure safe and effective performance. | Other | Polymetric exercises |
Primary outcome
Biodex
Time frame: three months
The Biodex Balance System will be used to assess dynamic postural stability using the Overall Stability Index (OSI). Participants will stand barefoot on the platform with the feet positioned according to the standardized protocol and will be instructed to maintain their balance while the platform moves unpredictably in multiple directions. The test will be performed under standardized conditions, with the participant instructed to maintain the center of balance within the target area throughout the assessment. The OSI will be recorded as an indicator of overall postural stability, with higher OSI values indicating greater instability and poorer balance control.
Selective Control Assessment of the Lower Extremity (SCALE)
Time frame: three months
The Selective Control Assessment of the Lower Extremity (SCALE) will be used to assess selective voluntary motor control of the lower extremities. The assessment will evaluate the participant's ability to perform isolated movements of the hip, knee, ankle, and toes while minimizing compensatory movements at the adjacent joints. Each movement will be demonstrated and the participant will be instructed to perform it actively and selectively. Each component will be scored according to the standardized SCALE scoring criteria, with higher scores indicating better selective motor control of the lower extremity.
1 secondary outcome
Pediatric Quality of Life Inventory CP Module.
Time frame: three months
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 18 Sep 2026.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part.
The record lists no contact. Use the official record to reach the sponsor.
Questions about this trial
What is this clinical trial studying?
A study testing Virtual reality (VR) and Plyometric exercises in people with Cerebral Palsy, run by October 6 University.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 6 inclusion and 5 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: opening soon, as of the sponsor's last update on 18 Sep 2026. Status can change between updates, so confirm with the study contact before making plans.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Biodex (time frame: three months). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 18 Sep 2026.