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Effectiveness of Using “Flashfit” for Improving Balance in Individuals with Cerebral Palsy


Authors : Kirubai Raj J.; Kurinji Chelvan S.

Volume/Issue : Volume 11 - 2026, Issue 6 - June


Google Scholar : https://tinyurl.com/5fc6mvk3

Scribd : https://tinyurl.com/y9ud3bcr

DOI : https://doi.org/10.38124/ijisrt/26Jun298

Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.


Abstract : Background: Cerebral palsy (CP) causes motor and balance impairments that affect mobility and independence. As traditional therapies may lack engagement, interactive devices like Flashfit use game-based therapy to make rehabilitation more motivating. This study evaluated “Flashfit” effectiveness in improving balance in children with CP, showing positive outcomes and supporting its use in modern rehabilitation programs.  Method: A quasi-experimental study was done to find the effectiveness of balance exercises to improve the balance functions in children with cerebral palsy. A total number of 10 children with cerebral palsy participated in this study. The intervention consisted of 45 mins/session; 3 sessions/ week; total 24 sessions/8 weeks . Balance was assessed pre- and post-intervention using the Community Balance and Mobility Scale (CB&M), a reliable and valid tool for measuring "high-level" balance and mobility impairments. pretest and post-test scores were compared to determine the effectiveness of the intervention.  Results: The study demonstrated that a 24-session intervention using the interactive device “Flashfit” led to significant improvements in balance among individuals with cerebral palsy. CB&M scores showed a substantial increase postintervention (p < 0.05), reflecting enhanced static and dynamic balance. With high adherence (90%) and positive participant feedback, the results highlight the motivating and engaging nature of interactive device, supporting its effectiveness as a rehabilitation tool for improving balance in cerebral palsy.  Conclusion: The study found that “Flashfit” effectively improved balance in individuals with cerebral palsy, as shown by significant CB&M score improvements. Its interactive, game-based approach also increased engagement, motivation, and adherence, making therapy more enjoyable. These findings highlight Flashfit as a valuable tool for rehabilitation, offering both functional and psychosocial benefits, with further research needed to assess long-term effects.

Keywords : Cerebral Palsy, Balance, Interactive Device, Community Balance and Mobility Scale.

References :

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Background: Cerebral palsy (CP) causes motor and balance impairments that affect mobility and independence. As traditional therapies may lack engagement, interactive devices like Flashfit use game-based therapy to make rehabilitation more motivating. This study evaluated “Flashfit” effectiveness in improving balance in children with CP, showing positive outcomes and supporting its use in modern rehabilitation programs.  Method: A quasi-experimental study was done to find the effectiveness of balance exercises to improve the balance functions in children with cerebral palsy. A total number of 10 children with cerebral palsy participated in this study. The intervention consisted of 45 mins/session; 3 sessions/ week; total 24 sessions/8 weeks . Balance was assessed pre- and post-intervention using the Community Balance and Mobility Scale (CB&M), a reliable and valid tool for measuring "high-level" balance and mobility impairments. pretest and post-test scores were compared to determine the effectiveness of the intervention.  Results: The study demonstrated that a 24-session intervention using the interactive device “Flashfit” led to significant improvements in balance among individuals with cerebral palsy. CB&M scores showed a substantial increase postintervention (p < 0.05), reflecting enhanced static and dynamic balance. With high adherence (90%) and positive participant feedback, the results highlight the motivating and engaging nature of interactive device, supporting its effectiveness as a rehabilitation tool for improving balance in cerebral palsy.  Conclusion: The study found that “Flashfit” effectively improved balance in individuals with cerebral palsy, as shown by significant CB&M score improvements. Its interactive, game-based approach also increased engagement, motivation, and adherence, making therapy more enjoyable. These findings highlight Flashfit as a valuable tool for rehabilitation, offering both functional and psychosocial benefits, with further research needed to assess long-term effects.

Keywords : Cerebral Palsy, Balance, Interactive Device, Community Balance and Mobility Scale.

Paper Submission Last Date
30 - June - 2026

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