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Clinical Trial Details — Status: Recruiting

Administrative data

NCT number NCT04526639
Other study ID # R00HD093814
Secondary ID
Status Recruiting
Phase N/A
First received
Last updated
Start date September 3, 2021
Est. completion date August 31, 2024

Study information

Verified date August 2023
Source University of Massachusetts, Lowell
Contact Jiabin Shen, PhD
Phone 978-934-3950
Email jiabin_shen@uml.edu
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

Childhood traumatic brain injury (TBI) poses significant impairment in children's executive functions (EFs) for moderate to severe injuries, yet interventions specifically designed for children's EF rehabilitation post-TBI and rigorous clinical trials to establish the efficacy of such interventions remain unavailable. In this study, the investigators will conduct a randomized clinical trial to evaluate the efficacy of a novel virtual reality (VR)-based training program for EF rehabilitation for childhood TBI.


Description:

Traumatic brain injury (TBI) is a leading cause of acquired disability in U.S. children, with an estimated 700,000 cases every year, presenting in 75% of children with trauma and accounting for 70% of deaths from childhood trauma. Childhood TBIs often result in significant impairment in cognitive functions,1 particularly in core executive functions (EFs) due to the vulnerability of the frontal lobes, especially after a moderate to severe TBI. Core EF is composed of three skills: inhibitory control, working memory, and cognitive flexibility. These skills are associated with impaired EF behaviors, increased attention problems, and lower health-related quality-of-life (HRQOL). However, evidence-based EF rehabilitation programs are lacking. Although a combination of diverse cognitive interventions may improve children's EF, limited affordability, accessibility, adherence, and generalizability hamper clinically adapting and implementing such interventions in the rehabilitation setting. Virtual reality (VR) offers an exciting alternative strategy for EF rehabilitation of childhood TBI due to its flexibility, accessibility, and immersive experiences in three dimensions. These properties may increase adherence to training and foster an enhanced transfer of learned EF skills to untrained tasks in everyday life. Thus far, rigor-ous randomized clinical trials (RCTs) have not been conducted to establish the efficacy of VR-based EF reha-bilitation for childhood TBI. The overall goal of the project is to assess the efficacy of a novel VR-based interactive cognitive training (VICT) program for EF rehabilitation in children with TBI with the following aims: Aim 1. Examine VICT's efficacy in improving core and daily EF skills among children with TBI. Hypothesis 1.1: Children in the intervention group will show enhanced improvement over controls in trained VR-based EF tasks and untrained NIH Toolbox tasks from baseline to post-intervention and follow-up visits; Hypothesis 1.2: The intervention group will show better reported daily EF than controls at the follow-up visit; Hypothesis 1.3: Children in the intervention group will show faster improvement than controls in daily-reported EF skills between post-intervention and follow-up visits. Aim 2. Examine VICT's efficacy in reducing attentional problems among children with TBI. Hypothesis 2.1: Children in the intervention group will show a greater reduction in attentional problems as measured by testing on the Conners Continuous Performance Test 3rd Edition™ (Conners CPT 3TM) from baseline to the post-intervention and follow-up visits than controls; Hypothesis 2.2: Children in the intervention group will show fewer everyday attentional problems on the Be-havior Assessment System for Children 3rd Ed (BASC-3) self- and parent-ratings of attention at the follow-up visit than controls; Hypothesis 2.3: The direct effect of the VICT program in reducing attention problems will be mediated by children's EF behaviors as measured by the Behavior Rating Inventory of Executive Function, Second Edition (BRIEF2) at the follow-up visit. Aim 3. Examine VICT's efficacy in improving HRQOL among children with TBI. Hypothesis 3.1: The intervention group will show higher levels of reported HRQOL than controls at follow-up; Hypothesis 3.2: The direct effect of the VICT program on HRQOL at follow-up will be mediated by children's EF skills and ratings of EF behaviors and attention at the post-intervention and follow-up visits.


Recruitment information / eligibility

Status Recruiting
Enrollment 32
Est. completion date August 31, 2024
Est. primary completion date August 31, 2024
Accepts healthy volunteers No
Gender All
Age group N/A to 18 Years
Eligibility Inclusion Criteria: 1. diagnosed with TBI within the past 12 months and under 18 years at the time of injury; 2. fluent in English; and 3) Score <28 on the Agitated Behavior Scale (if available). Exclusion Criteria: 1. comorbidities or premorbid disorders that prevent proper administration of VR and study measures, 2. restriction from using electronic devices, 3. post-injury seizure activity.

Study Design


Intervention

Behavioral:
Virtual Reality-based Interactive Cognitive Training Program
Three virtual reality-based games designed to train inhibitory control, working memory, and cognitive flexibility among children with TBI
Placebo Virtual Reality Game
A virtual playground for control group to interact without training executive functions

Locations

Country Name City State
United States Kennedy Krieger Institute Baltimore Maryland
United States Spaulding Rehabilitation Hospital Boston Massachusetts

Sponsors (3)

Lead Sponsor Collaborator
University of Massachusetts, Lowell Hugo W. Moser Research Institute at Kennedy Krieger, Inc., Spaulding Rehabilitation Hospital

Country where clinical trial is conducted

United States, 

Outcome

Type Measure Description Time frame Safety issue
Other Motion Sickness Simulator Sickness Questionnaire, 0-3, higher scores indicate higher levels of motion sickness Post-Intervention, up to 2 weeks
Other Perceived Exertion Borg Perceived Exertion Scale (6-26, higher score indicates greater exertion) Post-Intervention, up to 2 weeks
Other Perceived VR Experience VR User Feedback Survey providing subjective feedback on the VR intervention (1-5, higher scores indicate better VR experience) Post-Intervention, up to 2 weeks
Primary Changes in Performance-based EF in VR VR-based EF Assessment Task Baseline (at recruitment/before intervention), Post-Intervention (after completion of intervention, up to 2 weeks), Follow-Up (up to 6 months after completion of intervention)
Secondary Changes in Performance-based EF on Standard Lab Task NIH Toolbox Cognition Battery Baseline (at recruitment/before intervention), Post-Intervention (after completion of intervention, up to 2 weeks), Follow-Up (up to 6 months after completion of intervention)
Secondary Report-based EF skills Behavior Rating Inventory of Executive Function 2; T scores are used (M = 50, SD = 10, no lower/upper limit), T scores from 60 to 64 are considered mildly elevated, and T scores from 65 to 69 are considered potentially clinically elevated. T scores at or above 70 are considered clinically elevated Follow-Up (up to 6 months after completion of intervention)
Secondary Daily EF skills Brief Daily Survey on self-reported EF skills using ecological momentary assessment 30 days between post-intervention assessment and follow-up assessment
Secondary Health-related quality of life 23-item PedsQL Generic Core Scales (0-100 after transformation, higher scores indicate better quality of life) Follow-Up (up to 6 months after completion of intervention)
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