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| Name | Class |
|---|---|
| Spaulding Rehabilitation Hospital | OTHER |
| Hugo W. Moser Research Institute at Kennedy Krieger, Inc. | OTHER |
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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.
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.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Virtual Reality games for training executive functions | Experimental | Virtual Reality games for training three core executive functions |
|
| Control VR Game on Playground | Placebo Comparator | A relaxing virtual reality game for control group to play in VR playground without training their executive functions |
|
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Virtual Reality-based Interactive Cognitive Training Program | Behavioral | Three virtual reality-based games designed to train inhibitory control, working memory, and cognitive flexibility among children with TBI |
| Measure | Description | Time Frame |
|---|---|---|
| VR-based EF Assessment Task | Performance-based executive function assessment Task in the virtual reality environment built by the research team. There are three tasks within this measurement, each transformed into a z score and summed up to serve as the total score for this measure. A Z-score of 0 in each task represents the sample mean. Higher values represent a better outcome for this measure. | 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) |
| Measure | Description | Time Frame |
|---|---|---|
| NIH Toolbox Cognition Battery | Performance-based executive functions tested by three tasks in the NIH Toolbox Cognition Battery: Dimensional Change Card Sort Test, List Sorting Working Memory Test, and Flanker Inhibitory Control and Attention Test. Scores of each task were computed as age-corrected standard scores automatically by the iPad app of the NIH Toolbox Cognition Battery. Each age-corrected standard score is a z-score with a mean of 100 and standard deviation of 15. Total scores are the mean of all three task age-corrected standard scores. Higher scores represent better outcomes. |
| Measure | Description | Time Frame |
|---|---|---|
| Motion Sickness | Simulator Sickness Questionnaire, 0-3, higher scores indicate higher levels of motion sickness | Post-Intervention, up to 2 weeks |
| Perceived Exertion | Borg Perceived Exertion Scale (6-26, higher score indicates greater exertion) |
Inclusion Criteria:
Exclusion Criteria:
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| Name | Affiliation | Role |
|---|---|---|
| Jiabin Shen, PhD | University of Massachusetts, Lowell | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Kennedy Krieger Institute | Baltimore | Maryland | 21205 | United States | ||
| Spaulding Rehabilitation Hospital |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 38481293 | Derived | Shen J, Wang Y, Quinn S, Suskauer SJ, Birch J, Busch T, Svingos A, Crawfis R, Yeates KO, Taylor HG. Efficacy of a virtual reality-based cognitive interactive training program for children with traumatic brain injuries: study protocol for a parallel-group randomized controlled trial. Trials. 2024 Mar 13;25(1):185. doi: 10.1186/s13063-024-08049-1. |
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The de-identified datasets and associated documents will be deposited and made available to the public through NICHD Data and Specimen Hub (DASH). DASH has policies and procedures in place that are fully consistent with the NIH Data Sharing Policies and applicable laws and regulations. The final dataset will include demographic and clinical data associated with the nature and severity of patients' injuries, self/parent-reported psychological and behavioral data, performance data on cognitive outcomes. Submitted data will confirm with relevant data and terminology standards as well as policies at NIH, NICHD, and DASH.
Data will be deposited to NICHD DASH within one year after the acceptance for publication of the main findings.
The data will be accessible to the public through NICHD DASH under a carefully-constructed and closely-monitored Data Use Agreement (DUA) following the NICHD DASH DUA template. This will ensure that requesters are (1) committed to using the data shared only for research purposes as approved by the requester's institutional IRB and not to identify any individual participant; (2) committed to securing the data shared using appropriate safety measures and computer technology; (3) committed to not redistribute the shared data to third parties not approved in the DUA, and (4) committed to destroying the data shared after analyses for the intended research are completed, among other measures to ensure the confidentiality of data and protection of subjects' privacy.
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14 participants were recruited during 9/2021 and 8/2024 from two participating sites: Spaulding Rehabilitation Hospital and Kennedy Krieger Institute
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| ID | Title | Description |
|---|---|---|
| FG000 | Virtual Reality Games for Training Executive Functions | Virtual Reality games for training three core executive functions |
| FG001 | Control VR Game on Playground | A relaxing virtual reality game for control group to play in VR playground without training their executive functions |
| Title | Milestones | Reasons Not Completed | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Overall Study |
|
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| ID | Title | Description |
|---|---|---|
| BG000 | Virtual Reality Games for Training Executive Functions | Virtual Reality games for training three core executive functions |
| BG001 | Control VR Game on Playground | A relaxing virtual reality game for control group to play in VR playground without training their executive functions |
| Units | Counts |
|---|---|
| Participants |
|
| Title | Description | Population Description | Parameter Type | Dispersion Type | Unit of Measure | Calculate Percentage | Denominator Units Selected | Denominators | Classes |
|---|---|---|---|---|---|---|---|---|---|
| Age, Continuous | Mean |
| Type | Title | Description | Population Description | Reporting Status | Anticipated Posting Date | Parameter Type | Dispersion Type | Unit of Measure | Calculate Percentage | Time Frame | Units Analyzed | Denominator Units Selected | Arm/Group Information | Denominators | Classes | Analyses | |||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Primary | VR-based EF Assessment Task | Performance-based executive function assessment Task in the virtual reality environment built by the research team. There are three tasks within this measurement, each transformed into a z score and summed up to serve as the total score for this measure. A Z-score of 0 in each task represents the sample mean. Higher values represent a better outcome for this measure. | Some participants did not have complete/valid data points for baseline, post, or follow-up visits on this outcome and thus excluded from analysis. | Posted | Mean | Standard Deviation | Z-Score | 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) |
|
From enrollment to end of follow-up, up to 6 months after intervention
Any AE or SAE will be reported to the Spaulding Rehabilitation Hospital IRB by site-PI if detected
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| ID | Title | Description | Deaths (Affected) | Deaths (At Risk) | Serious Events (Affected) | Serious Events (At Risk) | Other Events (Affected) | Other Events (At Risk) |
|---|---|---|---|---|---|---|---|---|
| EG000 | Virtual Reality Games for Training Executive Functions | Virtual Reality games for training three core executive functions |
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We encountered significant challenges in patient recruitment during the study period from the pandemic and post-pandemic eras, mostly impacted by significant decrease in available patient volumes as well as shortage and high-turnover of research staff. Recruitment is much lower than anticipated. Therefore, results from this study should be interpreted with caution of the small sample size and variability of the participant characteristics within the sample.
| Title | Organization | Phone | Extension | |
|---|---|---|---|---|
| Jiabin Shen | University of Massachusetts Lowell | 978-934-3965 | jiabin_shen@uml.edu |
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| Type | Includes Protocol | Includes SAP | Includes ICF | Document Label | Document Date | Document Uploaded Date | Document File Name |
|---|---|---|---|---|---|---|---|
| Prot | Yes | No | No | Study Protocol | Mar 22, 2023 | Sep 10, 2025 | Prot_000.pdf |
| SAP | No | Yes | No | Statistical Analysis Plan | Aug 8, 2024 | Sep 30, 2025 | SAP_001.pdf |
| ICF | No | No | Yes | Informed Consent Form | Oct 24, 2023 | Sep 10, 2025 | ICF_002.pdf |
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| ID | Term |
|---|---|
| D000070642 | Brain Injuries, Traumatic |
| ID | Term |
|---|---|
| D001930 | Brain Injuries |
| D001927 | Brain Diseases |
| D002493 | Central Nervous System Diseases |
| D009422 | Nervous System Diseases |
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| Placebo Virtual Reality Game | Behavioral | A virtual playground for control group to interact without training executive functions |
|
| 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) |
| 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) |
| Health-related Quality of Life | 23-item PedsQL (Pediatric Quality of Life) Generic Core Scales were designed to measure the core dimensions of health as delineated by the World Health Organization, as well as role (school) functioning. The current study uses its total scores, which is the sum of all 23 items and ranges from 0-100 after transformation. Higher scores indicate better quality of life. | Follow-Up (up to 6 months after completion of intervention) |
| Post-Intervention, up to 2 weeks |
| 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 |
| Boston |
| Massachusetts |
| 02114 |
| United States |
| BG002 | Total | Total of all reporting groups |
| Years |
|
| Sex: Female, Male | Count of Participants | Participants |
|
| Race/Ethnicity, Customized | Count of Participants | Participants |
|
| TBI Severity | TBI Severity measured by a categorical variable that classifies a participant as either 'Mild Complicated TBI' or 'Moderate/Severe TBI', as determined by their medical records/physician notes. | Count of Participants | Participants |
|
| Injury Recency | Number of Days since Injury | Mean | Standard Deviation | Days |
|
| OG001 | Control VR Game on Playground | A relaxing virtual reality game for control group to play in VR playground without training their executive functions |
|
|
| Secondary | NIH Toolbox Cognition Battery | Performance-based executive functions tested by three tasks in the NIH Toolbox Cognition Battery: Dimensional Change Card Sort Test, List Sorting Working Memory Test, and Flanker Inhibitory Control and Attention Test. Scores of each task were computed as age-corrected standard scores automatically by the iPad app of the NIH Toolbox Cognition Battery. Each age-corrected standard score is a z-score with a mean of 100 and standard deviation of 15. Total scores are the mean of all three task age-corrected standard scores. Higher scores represent better outcomes. | Some participants did not have complete/valid data points for baseline, post, or follow-up visits on this outcome and thus excluded from analysis. | Posted | Mean | Standard Deviation | Z-score | 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 | Some participants did not have complete/valid data points for baseline, post, or follow-up visits on this outcome and thus excluded from analysis. | Posted | Mean | Standard Deviation | Points | Follow-Up (up to 6 months after completion of intervention) |
|
|
|
| Secondary | Health-related Quality of Life | 23-item PedsQL (Pediatric Quality of Life) Generic Core Scales were designed to measure the core dimensions of health as delineated by the World Health Organization, as well as role (school) functioning. The current study uses its total scores, which is the sum of all 23 items and ranges from 0-100 after transformation. Higher scores indicate better quality of life. | Some participants did not have complete/valid data points for baseline, post, or follow-up visits on this outcome and thus excluded from analysis. | Posted | Mean | Standard Deviation | units on a scale | Follow-Up (up to 6 months after completion of intervention) |
|
|
|
| Other Pre-specified | Motion Sickness | Simulator Sickness Questionnaire, 0-3, higher scores indicate higher levels of motion sickness | Posted | Mean | Standard Deviation | Points | Post-Intervention, up to 2 weeks |
|
|
|
| Other Pre-specified | Perceived Exertion | Borg Perceived Exertion Scale (6-26, higher score indicates greater exertion) | Posted | Mean | Standard Deviation | Points | Post-Intervention, up to 2 weeks |
|
|
|
| Other Pre-specified | Perceived VR Experience | VR User Feedback Survey providing subjective feedback on the VR intervention (1-5, higher scores indicate better VR experience) | Posted | Mean | Standard Deviation | Points | Post-Intervention, up to 2 weeks |
|
|
|
| 0 |
| 7 |
| 0 |
| 7 |
| 0 |
| 7 |
| EG001 | Control VR Game on Playground | A relaxing virtual reality game for control group to play in VR playground without training their executive functions | 0 | 7 | 0 | 7 | 0 | 7 |
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| D006259 |
| Craniocerebral Trauma |
| D020196 | Trauma, Nervous System |
| D014947 | Wounds and Injuries |
| Follow Up |
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| Pre Intervention |
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| Child Report |
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| motivation-Like to use VR again |
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| motivation-use VR in future |
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| motivation-use VR in therapies |
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| motivation-attend |
|