Gamification Effects on the 6-Minute Walk Test in Children
Part of paid clinical trials in Lexington, Kentucky.
- Sponsor
- David Toupin
- Study ID
- NCT07216339
- Status
- Recruiting
Conditions
- Neuromuscular Diseases in Children
Eligibility Criteria
- Sex
- ALL
- Age
- 6 Years - 12 Years
- Healthy Volunteers
- Not accepted
Interventions
- Standard 6MWT — OTHERATS-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.
- Gamified 6MWT — OTHERidentical 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.
Study Details
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.
Key Dates
- First listed
- Oct 14, 2025
- Start date
- Jun 12, 2026
- Status verified
- Jul 2026
- Primary completion
- Jun 30, 2027
- Completion
- Jun 30, 2027
Study Design
- Enrollment
- 20 participants (estimated)
- Allocation
- RANDOMIZED
- Intervention model
- PARALLEL
- Primary purpose
- BASIC_SCIENCE
Arms
- Experimental: Gamified testchild carries a Radio-frequency identification (RFID) tag to scan at each lap, watching avatar level up.
- Active Comparator: Standard testno game; same verbal cue every minute
Primary Outcome Measure
Change in 6 minute walk distance [ Time Frame: Baseline and post intervention (approximately 20 minutes) ]
Central Contacts
- David N Toupin, MD859-218-1900
Locations (1)
| Facility | City | State | ZIP | Site coordinators |
|---|---|---|---|---|
| University of Kentucky | Lexington | Kentucky | 40506 |
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