| Literature DB >> 35270648 |
Elvio Boato1, Geiziane Melo1, Mário Filho2, Eduardo Moresi2, Carla Lourenço3, Rosana Tristão4.
Abstract
Individuals with Down syndrome (DS) have numerous comorbidities due to trisomy 21. However, virtual reality-based therapy (VRT) has been used nowadays as a learning and visual motor tool in order to facilitate the development and learning process of this group. The aim of this article was to carry out an integrative review of the literature on the use of virtual and computational technologies in the stimulation of children with DS. A search was carried out according to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) through single key words or their combinations using AND or OR operators: "Down syndrome" AND ("development" OR "cognition" OR "visomotor" OR "digital game" OR "virtual reality"). Eventually, 18 articles were included in our review. The games used in the research were able to stimulate, through the visual field, global motor skills, balance, body scheme and spatial organization, in addition to the learning of mathematical concepts, in order to directly influence the autonomous life activities, language skills, social skills and educational aspects of people with DS. Electronic games contribute to the teaching-learning relationship and stimulate neuropsychomotor and cognitive functions and development in children with DS.Entities:
Keywords: Down syndrome; assistive technologies; computational technologies; virtual technologies
Mesh:
Year: 2022 PMID: 35270648 PMCID: PMC8910279 DOI: 10.3390/ijerph19052955
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Summary of the main developmental characteristics of individuals with Down syndrome.
| Development Area | Associated Issues | Main References in the Field |
|---|---|---|
| Health | Congenital heart diseases | Zhang, Liu, and Tian [ |
| Thyroid dysfunction | Graber et al. [ | |
| Obesity and early aging | Malegiannaki et al. [ | |
| Neurodevelopment | Premature aging of the brain and the immune system | Franceschi et al. [ |
| Abnormalities in the development and connectivity of the cortex and cerebellum | Patkee et al. [ | |
| Functional brain connectivity interrupted in the motor and prefrontal cortex | Xu et al. [ | |
| Behavioral phenotype | Fidler [ | |
| Motor | Motor development delay | Kim et al. [ |
| Abnormal bone growth and ligamental connexon | Bertapelli et al. [ | |
| Generalized muscle hypotonia and hyper-laxity | Kaczorowska et al. [ | |
| Problems with balance, coordination and manual co-ordination | Reis et al. [ | |
| Communication | Difficulty in expressive language | Linn et al. [ |
| Deficits in language and communication | López-Riobóo and Martínez-Castilla [ | |
| Cognition | Intellectual disability | Rosser et al. [ |
| Hearing | Hearing loss | Fisher [ |
| Vision | Visual disorders | da Cruz Netto et al. [ |
Figure 1Co-occurrence network of keywords by the authors.
The most influential keywords in the co-occurrence network.
| Keywords | Cluster | Average Year | Degree | Eigenvector Centrality |
|---|---|---|---|---|
| Down syndrome | 1 | 2012.0341 | 546 | 1.0000 |
| Children | 1 | 2013.212 | 281 | 0.6343 |
| Intellectual disabilities | 3 | 2014.6408 | 265 | 0.6087 |
| Autism spectrum disorder | 4 | 2012.0855 | 215 | 0.5259 |
| Trisomy 21 | 1 | 2012.5455 | 220 | 0.4839 |
| Mental retardation | 3 | 2005.6486 | 96 | 0.2901 |
| Fragile X syndrome | 3 | 2012.4706 | 90 | 0.2691 |
| Parents | 4 | 2013.7024 | 83 | 0.2601 |
| Language | 3 | 2010.619 | 77 | 0.2461 |
| Developmental disabilities | 4 | 2012.7241 | 71 | 0.2447 |
| Cognition | 3 | 2011.7317 | 68 | 0.2247 |
| Williams syndrome | 3 | 2012.0238 | 81 | 0.2224 |
| Obstructive sleep apnea | 1 | 2014.9101 | 67 | 0.2047 |
| Prevalence | 2 | 2011.7708 | 62 | 0.2029 |
| Adolescents | 6 | 2015.2105 | 54 | 0.2017 |
| Development | 3 | 2012.2439 | 60 | 0.2003 |
| Autism spectrum disorders | 4 | 2013.2955 | 54 | 0.1936 |
| Genetics | 1 | 2011.1176 | 60 | 0.1926 |
| Siblings | 4 | 2012.9783 | 47 | 0.1910 |
| Epidemiology | 2 | 2009.2105 | 60 | 0.1891 |
| Quality of life | 4 | 2015.8936 | 54 | 0.1883 |
| Physical activity | 6 | 2015.8696 | 53 | 0.1867 |
| Sleep | 1 | 2013.4194 | 49 | 0.1860 |
| Obesity | 6 | 2013.587 | 51 | 0.1835 |
| Pediatric | 1 | 2015.0816 | 69 | 0.1833 |
| Developmental delay | 3 | 2009.92 | 46 | 0.1787 |
Figure 2Citation network of cited references.
Documents with the highest eigenvector centralities in the cited reference network.
| Document | Subject | Degree | Eigenvector Centrality |
|---|---|---|---|
| Parker et al. [ | The prevalence of birth defects | 207 | 1.0000 |
| Chapman and Hesketh [ | Behavioral phenotype of individuals with Down syndrome | 182 | 0.9913 |
| Roizen and Patterson [ | Medical management of Down syndrome | 195 | 0.9001 |
| Fidler [ | The emerging Down syndrome behavioral phenotype in infants, toddlers and preschoolers | 156 | 0.8846 |
| Pennington et al. [ | Neuropsychological domains of individuals with Down syndrome | 153 | 0.8783 |
| Silverman [ | Cognitive characteristics of Down syndrome | 155 | 0.8660 |
| Abbeduto et al. [ | The syndrome-specific features of the language phenotype | 141 | 0.8394 |
| Roberts, Price and Malkin [ | The language and communication development of individuals with Down syndrome | 141 | 0.8345 |
| Martin et al. [ | The language and literacy skills of individuals with Down syndrome | 140 | 0.8233 |
| Lanfranchi et al. [ | Executive function (EF) in adolescents with Down syndrome | 138 | 0.8167 |
Figure 3Conceptual space of the research, with the selection of the keywords “Down syndrome” and “games”.
Figure 4Stages of the search and selection process.
Characteristics of the selected studies.
| no | Authors | Year | Country | Technology | Main Findings |
|---|---|---|---|---|---|
| 01 | Álvarez et al. [ | 2018 | Chile | Nintendo® Wii™ TV | The intervention based on virtual reality was effective for the Wii game, since it provides low-impact exercises to improve postural control and, thus, leads to better performance in TGMD 2 in children with DS. |
| 02 | Bedford et al. [ | 2016 | United Kingdom | Touchscreen technologies | In the present study, no evidence was found to support a negative association between the age of first use of the touchscreen and developmental milestones. Previous use of the touchscreen, specifically scrolling, was associated with previous fine motor performance. Future longitudinal studies are needed to elucidate the temporal order and the mechanisms of this association and to examine the impact of using the touchscreen on other more refined measures of behavioral, cognitive and neural development. |
| 03 | Berg et al. [ | 2012 | USA | Nintendo® Wii™ TV | The practice of the Wii game in children with DS can be a good tool for improvements in the coordination of the upper limbs, manual dexterity, balance, postural stability and control of stability limits. |
| 04 | Boleracki et al. [ | 2015 | Hungary | Virtual Game | The study suggests that virtual space for DS will not only help in the development of counting skills for young adults, but will also create an entertainment environment for all visitors, in addition to promoting imagination and motivation within a virtual community. |
| 05 | Carrogi-Vianna et al. [ | 2017 | Brazil | Nintendo® Wii™ TV | The accelerometer is a good tool for assessing the movement acceleration characteristics of adolescents with DS during virtual bowling and golf played on the Nintendo® Wii ™ video game. |
| 06 | da Cruz Netto et al. [ | 2020 | Brazil | Virtual environment “Our Life” | According to specialists (psychologist and pedagogue) from APAE and parents, the recreational activities implemented in this virtual environment have been of great interest to children, who had fun, tested hypotheses and questioned them about the sequences of actions carried out in their daily lives. |
| 07 | Diatel et al. [ | 2016 | Brazil | MoviPensando | MoviPensando is a Serious Game that uses a webcam to capture the child’s image and insert it into the game where “groups of similar images” or “from the same context” are used, thus expanding the cognitive scope achieved. The combination of cognitive and motor aspects in a fun activity makes MoviPensando an interesting and viable option for use by health and education professionals. |
| 08 | Lopez-Basterretxea et al. [ | 2014 | Spain | Serious Games | Based on a technological tool based on Serious Games aimed at people with ID, including DS, it was concluded that it is possible to develop technological solutions that work successfully as a pleasant training tool and with remote monitoring functions. |
| 09 | Lorenzo et al. [ | 2015 | Brazil | Xbox 360 with Kinect TV sensor | After the intervention, there was an improvement in the skills of global motor skills, balance, body scheme and spatial organization; however, the development of fine motor skills and language/temporal organization remained stable. |
| 10 | Menezes et al. [ | 2015 | Brazil | Marble Maze Classic®—Mobile | It was concluded that there was a motor learning process in individuals with DS through the maze task on mobile devices, who showed improved performance, evidenced by a reduced time in the retention and maintenance phase in the transfer phase. |
| 11 | da Cruz Netto et al. [ | 2014 | Brazil | Virtual environment “Our Life” | The proposed virtual environment provides entertainment, attractiveness and immersion for the child in the plot, which helps them to memorize the daily routines implemented. |
| 12 | de Oliveira et al. [ | 2017 | Brazil | Papado (video game) | The use of the Papado electronic game, together with the mediation of a professional, provided children with DS with a learning process for symmetry, colors, figures, ordinality, set, quantity, addition and subtraction. |
| 13 | Possebom et al. [ | 2016 | Brazil | Maze task—PC | It was found that participants with DS improved their performance during acquisition and retention, but showed difficulty in transferring the computational task to a similar situation. |
| 14 | Pelosi et al. [ | 2019 | Brazil | Six interactive games from Leap Motion, Nintendo platforms Wii® and Timocco | The correlation between the “players’ performance” and the “demonstration of interest” variables presented significant results. Game preference was based on how much fun and easy to play the game was when improving children’s performance. |
| 15 | Purser et al. [ | 2015 | United Kingdom | Virtual Route Games | The study showed that weak non-verbal ability can be particularly detrimental to some aspects of route learning in the DS group. |
| 16 | Rodrigues et al. [ | 2015 | Brazil | Video Modeling—PC | The results show that Video Modeling can be an effective and fast technique to teach the communication system by exchanging figures. The effects of this intervention in relation to this child with DS contributed to the increase in vocabulary in general, in addition to developing communication skills. |
| 17 | Torres-Carrión et al. [ | 2019 | Spain | TANGO: H Designer—Kinect sensor | Visual–motor cognitive stimulation through the movement of hands, arms, feet and head has been proposed. The TANGO: H platform allowed users to design and implement digital exercises for gestural interaction, adding to its set of uses the stimulation of cognitive visual–motor skills in individuals with DS. The gestural platform allows users to stimulate visual–spatial memory in individuals with DS, producing excellent results in all cases. |
| 18 | Wuang et al. [ | 2011 | Taiwan | Nintendo® Wii ™—TV | Virtual reality using Wii gaming technology has demonstrated benefits in improving sensory motor functions among children with DS. It can be used as adjunctive therapy for other successful rehabilitation interventions proven to treat children with DS. |
Note: Test of Gross Development (TGMD-2).