IC 26: Toward best practices in virtual reality and active video game use within pediatric rehabilitation: Competencies, clinical decision-making and outcome measurement

Learning Objectives:
1) Understand the evidence and theory underlying the clinical application of virtual reality (VR) and active video games (AVG) in pediatric rehabilitation
2) Describe the competencies required by clinicians to implement and evaluate VR/AVG-based therapy, including: System selection and operation, Goal-setting and treatment planning, Treatment implementation and monitoring, Transferring skills to real-life functional activities and Evaluating outcomes
3) Apply a clinical decision-making framework to guide VR system and game selection, with consideration of therapeutic requirements, therapist competencies, client goals and environmental factors
4) Identify existing online resources to support competency development and clinical integration of VR and active video game technology

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* 1. Please indicate your opinion about each of the following statements.

  Strongly Agree Agree Neutral Disagree Strongly Disagree
The course followed description in the program.
The course began on time and was well paced.
The faculty communicated clearly and effectively.
The course used practical examples to teach points.
The faculty involved participants in the course.
The faculty allowed enough time for questions.
The course met its objectives as stated in the program.
The information presented will help me accomplish my professional responsibilities.
The course has given me a basis for making changes in my practice.

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* 2. Did this course have a commercial bias?

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* 3. Should the Academy repeat this course next year?

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* 4. Please suggest any topics of interest for a future course.

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* 5. General comments:

Thank you!

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