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May 6, 2026Egyptian Pediatric Association Gazette0 citationsOpen Access

The effects of leap motion-based virtual reality training on performance-based dexterity in children with Cerebral Palsy: a randomized controlled trial

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DEDilara ERGENAYAyşe Neriman YILMAZ

Key Points

  • This research investigates the impact of virtual reality training on dexterity in children with cerebral palsy.
  • Randomized controlled trial involving 32 children with CP classified as Levels I or II.
  • Participants received therapy sessions twice weekly for 8 weeks, integrating VR with conventional therapy.
  • Interventions included Leap Motion-based exercises alongside neurodevelopmental therapy.
  • Both groups showed significant improvements in performance-based dexterity measures.
  • The Leap Motion Group outperformed the Control Group in key tests like the Box and Block Test and Nine-Hole Peg Test.
  • User satisfaction scores indicated high engagement with the VR training.

Abstract

Abstract Background Performance-based dexterity is often limited in children with Cerebral Palsy (CP), affecting independence in daily activities. This study aimed to investigate the effectiveness of fine motor grasping exercises in a virtual reality (VR) environment using the Leap Motion Controller (LMC) on performance-based dexterity. Methods A total of 32 children with CP ( n = 16 per group), classified as Levels I or II according to the Gross Motor Function Classification System (GMFCS) and the Manual Ability Classification System (MACS), were randomly assigned to either the Leap Motion Group (LMG) or the Control Group (CG). Both groups received 45-minute therapy sessions, twice weekly for 8 weeks. While both groups underwent Neurodevelopmental Therapy (NDT), the intervention doses were specified as follows: the CG received 45 min of conventional NDT, whereas the LMG received 30 min of NDT integrated with 15 min of Leap Motion-based virtual reality training (including Object Catching, Firefly, and Bee-batting games). The primary outcome was performance-based dexterity, assessed using the ABILHAND-Kids questionnaire, while secondary outcomes included the Box and Block Test (BBT), Nine-Hole Peg Test (NHPT), and the Montessori-based Pink Tower Timed Performance Test (PTPT). Results Significant improvements were observed within both two groups ( n = 16 per group) across all measured parameters ( p < 0.05). The results also indicated a borderline significant improvement in the VR group ( p = 0.050); this finding should be interpreted with caution, as it lies exactly at the threshold of statistical significance. However, the LMG demonstrated significantly greater improvements compared to the CG in BBT, NHPT, PTPT, and ABILHAND-Kids scores ( p < 0.05). Furthermore, the Leap Motion Group exhibited high motivation and engagement, as reflected by strong user satisfaction scores (mean: 4.38 ± 0.82 out of 5), supporting the feasibility of VR-based training. Conclusion Preliminary results indicate that Leap Motion-based VR exercises could serve as a beneficial adjunct to NDT for enhancing performance-based dexterity; however, further evidence is needed to definitively conclude its effects on long-term functional independence. Trial Registration ClinicalTrials.gov, NCT04954144.

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Cite This Study

ERGEN et al. (2026) studied this question.

synapsesocial.com/papers/69faa2e204f884e66b533603https://doi.org/10.1186/s43054-026-00552-1
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