Authors :
Dr. Shelina Jahan Tithi
Volume/Issue :
ICVDRS 2026
Google Scholar :
https://tinyurl.com/ycyfcn4n
Scribd :
https://tinyurl.com/3dramp8w
DOI :
https://doi.org/10.38124/ijisrt/26jun1593
Abstract :
Background:
Cerebral palsy (CP) is a non-progressive neurodevelopmental disorder characterised by impairments in motor control,
balance, and functional mobility. Conventional physiotherapy remains the cornerstone of rehabilitation; however,
maintaining motivation and facilitating effective motor learning in children with CP can be challenging. Virtual reality (VR)–
assisted rehabilitation has emerged as a technology-supported intervention that may enhance engagement, task repetition,
and neuroplasticity. Despite growing interest, evidence describing its individual-level clinical application remains limited.
Case Presentation:
An 8-year-old child diagnosed with spastic diplegic cerebral palsy, classified as Level II on the Gross Motor Function
Classification System (GMFCS), presented with difficulties in balance, gait, and functional mobility. The child demonstrated
reduced postural control, impaired selective lower-limb movements, and limited participation during conventional therapy
sessions.
Clinical Findings and Diagnosis:
Based on clinical assessment and functional evaluation, impairments in gross motor function, dynamic balance, and
gait quality consistent with spastic diplegic CP were identified. No additional neurological or musculoskeletal complications
were noted.
Therapeutic Intervention:
The child received a structured rehabilitation program combining VR-based task-oriented training with conventional
physiotherapy. The intervention was administered for 45 minutes per session, five days per week, over a period of six weeks.
The VR component emphasised goal-directed activities, dynamic balance tasks, and lower-limb motor control using
interactive visual feedback to promote motor learning and engagement.
Outcomes:
Post-intervention results showed clinically meaningful improvements in gross motor function, balance, gait
parameters, postural control, selective lower-limb movement, and functional mobility (GMFM-88, Paediatric Balance
Scale), along with increased motivation, participation, and therapy adherence.
Conclusion:
This case report indicates that VR-assisted physiotherapy is a feasible and effective adjunct to conventional
rehabilitation in children with spastic cerebral palsy, improving motor outcomes and engagement. Further controlled studies
are needed to confirm long-term efficacy and optimise intervention parameters.
Keywords :
Balance Training, Cerebral Palsy; Motor Learning; Paediatric Neurorehabilitation; Virtual Reality
Background:
Cerebral palsy (CP) is a non-progressive neurodevelopmental disorder characterised by impairments in motor control,
balance, and functional mobility. Conventional physiotherapy remains the cornerstone of rehabilitation; however,
maintaining motivation and facilitating effective motor learning in children with CP can be challenging. Virtual reality (VR)–
assisted rehabilitation has emerged as a technology-supported intervention that may enhance engagement, task repetition,
and neuroplasticity. Despite growing interest, evidence describing its individual-level clinical application remains limited.
Case Presentation:
An 8-year-old child diagnosed with spastic diplegic cerebral palsy, classified as Level II on the Gross Motor Function
Classification System (GMFCS), presented with difficulties in balance, gait, and functional mobility. The child demonstrated
reduced postural control, impaired selective lower-limb movements, and limited participation during conventional therapy
sessions.
Clinical Findings and Diagnosis:
Based on clinical assessment and functional evaluation, impairments in gross motor function, dynamic balance, and
gait quality consistent with spastic diplegic CP were identified. No additional neurological or musculoskeletal complications
were noted.
Therapeutic Intervention:
The child received a structured rehabilitation program combining VR-based task-oriented training with conventional
physiotherapy. The intervention was administered for 45 minutes per session, five days per week, over a period of six weeks.
The VR component emphasised goal-directed activities, dynamic balance tasks, and lower-limb motor control using
interactive visual feedback to promote motor learning and engagement.
Outcomes:
Post-intervention results showed clinically meaningful improvements in gross motor function, balance, gait
parameters, postural control, selective lower-limb movement, and functional mobility (GMFM-88, Paediatric Balance
Scale), along with increased motivation, participation, and therapy adherence.
Conclusion:
This case report indicates that VR-assisted physiotherapy is a feasible and effective adjunct to conventional
rehabilitation in children with spastic cerebral palsy, improving motor outcomes and engagement. Further controlled studies
are needed to confirm long-term efficacy and optimise intervention parameters.
Keywords :
Balance Training, Cerebral Palsy; Motor Learning; Paediatric Neurorehabilitation; Virtual Reality