O 040 - Gait functions in children with cerebral palsy improve when challenged with biofeedback

A. Booth*, A. Buizer, J. Harlaar, F. Steenbrink, M. van der Krogt

*Corresponding author for this work

Research output: Contribution to journalMeeting AbstractScientific

1 Citation (Scopus)
9 Downloads (Pure)


Children with cerebral palsy (CP) often have gait limitations and this is a key target of rehabilitation. Gait training can be an effective intervention to improve functional outcomes such as walking speed and endurance [1]. Virtual reality (VR) is a valuable tool in gait training to increase engagement, however, games must be therapeutically principled. One advantage of VR is that it allows for addition of augmented biofeedback. Biofeedback can improve communication between patient and therapist, while the implementation of gamification and motor learning principles may increase motivation and skill retention. Therapy may target gait parameters, such as step length, knee extension or ankle power generation, with a functional goal to increase walking speed. These gait parameters are interlinked and the most effective target for biofeedback is unknown.
Original languageEnglish
Pages (from-to)82-83
JournalGait and Posture
Issue numberSupplement 1
Publication statusPublished - 2018
Event27th Annual Meeting of the European Society for Movement Analysis in Adults and Children (ESMAC 2018). - Prague, Czech Republic
Duration: 24 Sep 201829 Sep 2018

Bibliographical note

Green Open Access added to TU Delft Institutional Repository 'You share, we take care!' - Taverne project https://www.openaccess.nl/en/you-share-we-take-care

Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.


Dive into the research topics of 'O 040 - Gait functions in children with cerebral palsy improve when challenged with biofeedback'. Together they form a unique fingerprint.

Cite this