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
| Type | Name | Description |
|---|---|---|
| OTHER | Standard 6MWT | ATS-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. |
| OTHER | Gamified 6MWT | identical 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.