Clinical Trials Directory

Trials / Not Yet Recruiting

Not Yet RecruitingNCT07216339

Gamification Effects on the 6-Minute Walk Test in Children

Effect of Gamification on 6-Minute Walk Test Performance and Engagement in Pediatric Neuromuscular Patients

Status
Not Yet Recruiting
Phase
N/A
Study type
Interventional
Enrollment
20 (estimated)
Sponsor
David Toupin · Academic / Other
Sex
All
Age
6 Years – 12 Years
Healthy volunteers
Not accepted

Summary

The goal of this study is to learn if adding a game to the 6-minute walk test for children with neuromuscular disorders will increase enjoyment and motivation to complete the test.

Conditions

Interventions

TypeNameDescription
OTHERStandard 6MWTATS-standard instructions, no electronic system; Conducted in hallway measuring total length of 90ft (27.4 meters). Patients will walk down-and-back. A seated rest period of ≥10 min separates the two tests to minimize fatigue carry-over.
OTHERGamified 6MWTidentical course but child carries a RFID tag; at each lap the child taps an on an RFID reader, awarding a point and leveling-up an on-screen avatar; Conducted in hallway measuring total length of 90ft (27.4 meters). Patients will walk down-and-back.A seated rest period of ≥10 min separates the two tests to minimize fatigue carry-over.

Timeline

Start date
2026-04-01
Primary completion
2026-12-01
Completion
2026-12-01
First posted
2025-10-14
Last updated
2026-03-10

Locations

1 site across 1 country: United States

Source: ClinicalTrials.gov record NCT07216339. Inclusion in this directory is not an endorsement.