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.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
PREVENTION
Masking
NONE
Enrollment
165
Half of the participants will play two different levels of the Game MoviLetrando, two minutes each.
Half of the participants will play 2 minutes of the game MoveHero.
Associação de Pais e Amigos dos Excepcionais
São Paulo, Brazil
RECRUITINGtotal reaction time
decrease in time indicates a better performance
Time frame: 6 minutes
time MoviLetrando
less time to hit the targets indicates a better performance
Time frame: up to 15 days
acerts MoviLetrando
more hits indicates a better performance
Time frame: up to 15 days
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