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Updated: Jun 27, 2026

Using Virtual Reality to Transfer Motor Skill Knowledge from One Hand to Another
Published on: September 18, 2017
Development of virtual reality in the upper extremities function in children with Cerebral Palsy. A pilot randomized
Apiphan Iamchaimongkol1, Siriluck Sangkrai1, Pimtida Alberts1
1Department of Rehabilitation Medicine, Faculty of Medicine Ramathibodi Hospital, Mahidol University, Bangkok, Thailand.
Objective:
To evaluate the effect of the Virtual Reality (VR) in upper extremities function in children with Cerebral Palsy (CP).
Study Design:
Pilot randomization study.
Methods:
A total of 42 children with CP, aged 10 to15 years, were enrolled and randomly allocated into either an intervention group (n = 21) or a control group (n = 21) using a computer-generated block randomization sequence (block size of 4). There were no statistically significant differences in baseline characteristics between the two groups. The intervention group received a VR training program, whereas the control group underwent conventional occupational therapy. Both interventions were administered in 45-minute sessions, three days per week, over five weeks. Pre- and post-intervention outcome measures included major upper extremity range of motion (ROM), the Box and Block Test (BBT), and the ABILHAND-Kids assessment.
Results:
Post-intervention, both the VR and control groups demonstrated improvements across all measured outcomes, including upper-extremity ROM, BBT, and ABILHAND-Kids scores. Although no statistically significant between-group differences were observed in the overall cohort, a subgroup analysis revealed a statistically significant improvement in ABILHAND-Kids scores in favor of the VR intervention among children aged 10 to 12 years.
Conclusion:
These preliminary findings indicate that the VR intervention does not result in statistically significant improvements in upper-extremity ROM and motor function compared with conventional therapy.

