Supporting virtual reality and active video game use in pediatric rehabilitation: Protocol for a mixed-methods feasibility study
Notice bibliographique
Résumé
Abstract Background Virtual reality (VR) and active video game (AVG) systems that offer repetitive practice and multimodal feedback in engaging environments are attractive pediatric rehabilitation intervention options. Evidence supports their effectiveness to improve functional outcomes in multiple pediatric populations. However, VR/AVG integration into clinical practice faces multiple barriers, including limited access to these often-expensive technologies, a rapid development sector resulting in frequent obsolescence, and insufficient educational resources to help clinicians select appropriate games that match children’s therapeutic objectives. Knowledge translation initiatives that primarily target clinician knowledge and attitudes about VR/AVG use have shown limited success in facilitating adoption. To address these challenges, we used the Consolidated Framework of Implementation Research (CFIR) to structure development of the Technotheque, a multi-faceted VR/AVG support initiative at our large pediatric rehabilitation centre. The Technotheque addresses both access- and knowledge-based barriers to VR/AVG use via a dedicated gameplay space staffed by knowledge brokers who directly support clinicians in VR/AVG implementation in therapy sessions and provide education towards independent VR/AVG use. Objective To evaluate the feasibility of the Technotheque as a knowledge translation initiative to enhance VR/AVG use at our pediatric rehabilitation centre, as measured by demand, acceptability, adaptation, and implementation criteria. Methods Convergent mixed-methods design. We will use convenience and snowball sampling strategies to recruit clinicians (physiotherapists, occupational therapists, speech therapists, special educators, and neuropsychologists) to participate in this 4-month study. Following informed consent, participants will complete a modified ‘Assessing the Determinants of Prospective Take-up of Virtual Reality’ (ADOPT-VR2) instrument. Participants can then request individualized training and/or clinical implementation support with our knowledge brokers at a self-determined frequency and duration, and with their choice of clientele. Participants will be free to begin and end their study participation at any point during the four months. Data collection will include study-specific Technotheque pre-session objective and post-session feedback forms, a post-study ADOPT-VR reassessment, a CFIR-based satisfaction questionnaire, and individual semi-structured interviews. Quantitative analyses will examine demand (participant demographics, usage patterns, correlations between usage and ADOPT-VR2 scores), acceptability (satisfaction scores in relation to usage patterns and ADOPT-VR2 changes), adaptation (variety of professions, client populations, and clinical objectives), and implementation (pre-post ADOPT-VR2 changes and patterns of support needs over time). Qualitative data will be deductively analysed using the four feasibility criteria as a coding framework. Quantitative and qualitative results will be integrated to identify areas of alignment and/or divergence. Results Research Ethics Board approval has been obtained. Conclusions The Technotheque initiative is designed to address both access and knowledge barriers to VR/AVG use in pediatric rehabilitation. Study results will inform subsequent research efforts to evaluate the effectiveness of VR/AVG as a rehabilitation intervention and to examine the impact of this initiative on sustained VR/AVG use.
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction machine sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Le volet Gemma est une étiquette directe du modèle pour chaque travail de la base, lue sur la notice réduite au titre. Le volet Codex est un classifieur appris des 10 348 étiquettes directes de Codex et calibré sur les taux pondérés de l'échantillon; les champs sans appui suffisant ne portent aucun appel Codex. Le mode candidate est l'union des deux volets; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont pas des étiquettes humaines.
Scores du classifieur distillé par catégorie (deux têtes)
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,073 | 0,055 |
| Méta-épidémiologie (sens strict) | 0,005 | 0,004 |
| Méta-épidémiologie (sens large) | 0,006 | 0,005 |
| Bibliométrie | 0,004 | 0,003 |
| Études des sciences et des technologies | 0,005 | 0,004 |
| Communication savante | 0,005 | 0,004 |
| Science ouverte | 0,004 | 0,003 |
| Intégrité de la recherche | 0,006 | 0,007 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,059 | 0,012 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule source (Gemma direct ou Codex distillé), pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».