Balancing in Virtual Reality: Motor Learning and Functional Improvement in Down Syndrome
Journal of Intellectual Disability Research / Journal of intellectual disability research JIDR
Published online on May 24, 2026
Abstract
["Journal of Intellectual Disability Research, EarlyView. ", "\nABSTRACT\n\nBackground\nMotor learning in individuals with Down syndrome (DS) may be influenced by syndrome‐specific motor and cognitive characteristics. Virtual reality (VR) systems are becoming increasingly popular and offer a valuable opportunity to study motor learning. To date, only a few studies have examined motor learning to improve balance in DS. This study aimed to investigate motor learning and functional motor performance in young adults with DS during VR‐based training.\n\n\nMethods\nParticipants with DS (n = 31) and typical development (TD = 28) between 18 and 30 years of age took part in the study. Participants were randomly allocated into training (DS Wii and TD Wii) and control (DS C and TD C) groups. Training groups participated in a 4‐week‐long balance training with two Nintendo Wii balance games, whereas their performance was monitored. All participants underwent pre‐ and posttraining assessment of functional motor performance.\n\n\nResults\nDuring the VR training, the DS Wii and TD Wii groups' game scores show significant performance improvements in both games. Learning curves showed great individual differences, especially in DS. Although TD groups outperformed DS groups in the functional motor tests, DS Wii group's pre‐ and post‐training results indicated a significant improvement in functional motor performance.\n\n\nConclusion\nThese findings demonstrate that individuals with DS are able to learn in a VR environment and successfully transfer the acquired skills to functional abilities. TD individuals also improved their functional performance or reached a plateau. We conclude that VR is an effective system for engaging DS individuals in motor training for improving balance skills.\n\n"]